LeapMotionBone Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
LeapMotion plugin must be loaded.
This class represents a bone of a finger. All coordinates are relative to the origin of the Leap Motion coordinate system.
LeapMotionBone Class
Members
int getType ( ) #
Returns the type of the bone.Return value
Bone type. One of the LEAP_MOTION_TYPE_* values.float getLength ( ) #
Returns the length of the bone.Return value
Length of the bone, in meters.float getWidth ( ) #
Returns the width of the bone, in meters.Return value
Width of the bone, in meters.vec3 getPrevJoint ( ) #
Returns the coordinates of the end of the bone, closest to the wrist (proximal).All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Coordinates of the end of the bone, closest to the wrist (proximal).vec3 getNextJoint ( ) #
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 end of the bone, closest to the finger tip (distal).vec3 getCenter ( ) #
Returns the coordinates of the center of the bone.All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Coordinates of the center of the bone.vec3 getDirection ( ) #
Returns the normalized direction of the bone from wrist to tip.All coordinates are relative to the origin of the Leap Motion coordinate system.
Return value
Normalized direction of the bone from wrist to tip.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. Increases in the upward direction.
- Z - Aligned with the longitudinal axis of the bone. Increases 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.
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 bone as a Matrix.int isValid ( ) #
Returns a value indicating if the bone contains valid tracking data.Return value
1 if the bone contains valid tracking data; otherwise, 0.Last update:
2020-07-31
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)