This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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::Bone Struct

Header: #include <UnigineLeapMotion.h>
Notice
LeapMotion plugin must be loaded.

This structure represents a bone of a finger. All coordinates are relative to the origin of the Leap Motion coordinate system.

The Bone structure is declared as follows:

Source code (C++)
struct Bone
{
	int type;
	float length;
	float width;
	int is_valid;
	Unigine::Math::vec3 prev_joint;
	Unigine::Math::vec3 next_joint;
	Unigine::Math::vec3 center;
	Unigine::Math::vec3 direction;
	Unigine::Math::mat4 basis;
};

LeapMotionBone Class

Enums

TYPE#

NameDescription
Bone::TYPE_METACARPAL = 0Metacarpal bone. A bone connected to the wrist inside the palm.
Bone::TYPE_PROXIMAL = 1Proximal bone. A bone connecting to the palm.
Bone::TYPE_INTERMEDIATE = 2Intermediate bone. A bone between the tip and the base.
Bone::TYPE_DISTAL = 3Distal bone. A bone at the tip of the finger.
Bone::BONE_NUM_TYPES = Total number of bone types.

Members


int getType ( ) #

Returns the type of the bone.

Return value

Bone type. One of the Bone::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).
Notice
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).
Notice
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.
Notice
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.
Notice
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.

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 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: 2021-04-29
Build: ()