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Unigine::Plugins::LeapMotion::Hand Struct

Header: #include <UnigineLeapMotion.h>
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LeapMotionHand Class

Members


int getID ( ) #

Returns the id of the hand.

Return value

ID of the hand

int getType ( ) #

Returns the type of the hand.

Return value

Type of the hand:
  • 0 - left hand
  • 1 - right hand

float getPalmWidth ( ) #

Returns the width of the palm when the hand is in a flat position, in meters.

Return value

Width of the palm when the hand is in a flat position, in meters.

vec3 getPalmPosition ( ) #

Returns the coordinates of the position of the palm.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.

Return value

Coordinates of the position of the palm.

vec3 getStabilizedPalmPosition ( ) #

Returns the modified palm position with some additional smoothing and stabilization applied. Smoothing and stabilization is performed in order to make this value more suitable for interaction with 2D content. The stabilized position lags behind the palm position by a variable amount, depending primarily on the speed of movement.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.

Return value

Coordinates of the modified palm position with some additional smoothing and stabilization applied. Smoothing and stabilization is performed in order to make this value more suitable for interaction with 2D content. The stabilized position lags behind the palm position by a variable amount, depending primarily on the speed of movement.

vec3 getWristPosition ( ) #

Returns the coordinates of the position of the wrist.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.

Return value

Coordinates of the position of the wrist.

vec3 getPalmVelocity ( ) #

Returns the rate of change of the palm position, in m/s.

Return value

Rate of change of the palm position, in m/s.

vec3 getPalmNormal ( ) #

Returns the coordinates of the normal vector to the palm. If a hand is flat, this vector will point downward, or "out" of the front surface of your palm.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.

Return value

Coordinates of the normal vector to the palm.

vec3 getDirection ( ) #

Returns the normalized direction from the palm position toward the fingers.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.

Return value

Normalized direction from the palm position toward the fingers.

mat4 getBasis ( ) #

Returns the orthonormal basis vectors for this Bone as a Matrix.

Basis vectors specify the orientation of a bone:

  • X - Perpendicular to the longitudinal axis of the bone; exits the sides of the finger.
  • Y (or up vector) - Perpendicular to the longitudinal axis of the bone; exits the top and bottom of the finger. More positive in the upward direction.
  • Z - Aligned with the longitudinal axis of the bone. More positive toward the base of the finger.

The bases provided for the right hand use the right-hand rule; those for the left hand use the left-hand rule. Thus, the positive direction of the x-basis is to the right for the right hand and to the left for the left hand. You can change from right-hand to left-hand rule by multiplying the z basis vector by -1.

You can use the basis vectors for such purposes as measuring complex finger poses and skeletal animation.

Notice
Converting the basis vectors directly into a quaternion representation is not mathematically valid. If you use quaternions, create them from the derived rotation matrix not directly from the bases.

Return value

Orthonormal basis vectors for this Bone as a Matrix.

int isValid ( ) #

Returns a value indicating if the hand contains valid tracking data.

Return value

1 if the hand contains valid tracking data; otherwise, 0.
Last update: 2022-10-10
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