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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Plugins.LeapMotion.Hand Struct

Notice
LeapMotion plugin must be loaded.

Hands are the main entity tracked by the Leap Motion controller. The controller maintains an inner model of the human hand and validates the data from its sensors against this model. This allows the controller to track finger positions even when a finger is not completely visible.

Notice
It is possible for movement or changes in position to be lost when a finger is behind or directly in front of the hand (from the point of view of the controller).

The Leap Motion software matches the internal model against the existing data. In some cases, the software can make an incorrect match – for example, identifying a right hand as a left hand.

This structure represents a physical hand detected by the Leap and provides access to its attributes describing the hand position, orientation, and movement. All coordinates are relative to the origin of the Leap Motion coordinate system.

The Hand structure is declared as follows:

Source code (C#)
public struct Hand
	{
		public int id;
		public int type;
		public int is_valid;
		public float palm_width;
		public vec3 palm_position;
		public vec3 palm_stabilized_position;
		public vec3 palm_velocity;
		public vec3 palm_normal;
		public vec3 direction;
		public vec3 wrist_position;
		public mat4 basis;

		public Arm arm;
		public Dictionary<int, Finger> fingers;
	};

The last two items of the struct are:

arm Arm of the hand.
fingers List of all fingers of the hand.

LeapMotionHand Class

Properties

int id#

Returns the id of the hand.

int type#

Returns the type of the hand: 0 - left hand, 1 - right hand.

float palm_width#

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

vec3 palm_position#

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

vec3 palm_stabilized_position#

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.

vec3 wrist_position#

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

vec3 palm_velocity#

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

vec3 palm_normal#

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.

vec3 direction#

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.

mat4 basis#

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.

int is_valid#

Returns 1 if the hand contains valid tracking data; otherwise, 0.

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Last update: 2020-07-31
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