Unigine::Plugins::LeapMotion::Arm Struct
Header: | #include <UnigineLeapMotion.h> |
LeapMotion plugin must be loaded.
This structure represents a forearm. All coordinates are relative to the origin of the Leap Motion coordinate system.
The Arm structure is declared as follows:
struct Arm
{
float width;
int is_valid;
Unigine::Math::vec3 direction;
Unigine::Math::vec3 elbow_position;
Unigine::Math::vec3 wrist_position;
Unigine::Math::vec3 center;
Unigine::Math::mat4 basis;
};
LeapMotionArm Class
Members
float getWidth ( ) #
Returns the width of the forearm, in meters.Return value
Width of the forearm, in meters.vec3 getElbowPosition ( ) #
Returns the coordinates of the elbow position.All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Coordinates of the elbow position.vec3 getWristPosition ( ) #
Returns the coordinates of the end of the bone, closest to the finger tip (distal).All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Coordinates of the wrist position.vec3 getCenter ( ) #
Returns the coordinates of the center of the forearm.All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Coordinates of the center of the forearm.vec3 getDirection ( ) #
Returns the normalized direction in which the arm is pointing (from elbow to wrist).All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Normalized direction in which the arm is pointing (from elbow to wrist).mat4 getBasis ( ) #
Returns the orthonormal basis vectors for the arm as a Matrix.
Basis vectors specify the orientation of the arm bone:
- X - Perpendicular to the longitudinal axis of the arm bone; exits the arm laterally through the sides of the wrist.
- Y (or up vector) - Perpendicular to the longitudinal axis of the arm bone; exits the top and bottom of the arm. Increases in the upward direction.
- Z - Aligned with the longitudinal axis of the arm bone. Increases toward the wrist.
The bases provided for the right arm use the right-hand rule; those for the left arm use the left-hand rule. Thus, the positive direction of the x-basis is to the right for the right arm and to the left for the left arm. 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.
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 the arm bone as a Matrix.int isValid ( ) #
Returns a value indicating if the arm contains valid tracking data.Return value
1 if the arm contains valid tracking data; otherwise, 0.Last update:
2020-02-20
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