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 Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
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
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

LeapMotionArm Class

Warning
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 UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Notice
LeapMotion plugin must be loaded.

This class represents a forearm. All coordinates are relative to the origin of the Leap Motion coordinate system.

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.
Notice
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).
Notice
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.
Notice
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).
Notice
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.

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 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: 2021-12-13
Build: ()