Namespace Leap::HandsModule

namespace Leap.HandsModule

Enums

enum BoundTypes

ENUM types for bones of the hand the hand binder can attach to

Values:

THUMB_METACARPAL
THUMB_PROXIMAL
THUMB_INTERMEDIATE
THUMB_DISTAL
INDEX_METACARPAL
INDEX_PROXIMAL
INDEX_INTERMEDIATE
INDEX_DISTAL
MIDDLE_METACARPAL
MIDDLE_PROXIMAL
MIDDLE_INTERMEDIATE
MIDDLE_DISTAL
RING_METACARPAL
RING_PROXIMAL
RING_INTERMEDIATE
RING_DISTAL
PINKY_METACARPAL
PINKY_PROXIMAL
PINKY_INTERMEDIATE
PINKY_DISTAL
WRIST
ELBOW
class BoneNameDefinitions

Used to define what bones names are valid for each finger

class BoundBone

A data structure to define starting position, an offset and the Transform reference found in the scene

class BoundFinger

A data structure to define a finger

class BoundHand

A data structure to define all the fingers in a hand, the wrist and elbow

class DistortTrackingDataToVisuals : public Leap.PostProcessProvider

A post process provider that allows hand visuals to generate leap hands that can be used to distort tracking data to visuals This should be used in cases where you have visual hands that do not conform to leap data size, e.g. a monster hand that has extra long fingers

class HandBinder : public Leap.HandModelBase

The HandBinder allows you to use your own hand models so that they follow the leap tracking data. You can bind your model by specifying transforms for the different joints and use the debug and fine tuning options to test and adjust it.

class HandBinderAutoBinder
class HandBinderUtilities
class HandModelManager : public MonoBehaviour

A script to manage the active hand models in the scene

class SerializedTransform

A data structure to store information about a transform and a Gameobject

class ShowArm : public MonoBehaviour

This script makes it easy to swap between two hand meshes. It is meant to be used with one hand mesh that includes an arm and one that doesn’t. It attempts to automatically find the meshes based on their names when adding this component or when resetting it.

class TransformStore

A data structure to store a transforms position and rotation