UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

Unigine::LeapMotion::Finger Struct

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

This structure represents a finger of a hand and has the following set of properties:

type Finger type. One of the Finger::TYPE_* values.
id ID of the finger.
Notice
Finger IDs are assigned based on the hand ID. If a hand has an ID of “5”, then its fingers are assigned IDs 50 to 55, ordered from thumb to pinky.
length Length of the finger, in meters.
witdh Width of the finger, in meters.
is_extended Indicates whether this finger is extended (1).
is_valid Indicates whether this finger contains valid tracking data (1).
tip_position Coordinates of the instantaneous position of the finger tip.
stabilized_tip_position Coordinates of the finger tip position filtered and stabilized using velocity and past positions.
tip_velocity Instantaneous velocity of the finger tip, in m/s.
direction Current pointing direction vector of the finger.
bones Array of bones of the finger. Elements of the array can be accessed using Bone::TYPE_* values as indices.
Notice
All coordinates are relative to the origin of the Leap Motion coordinate system.
The Finger structure is declared as follows:
Source code (C++)
struct Finger
{
	int id;
	int type;
	float length;
	float width;
	int is_extended;
	int is_valid;
	Unigine::Math::vec3 tip_position;
	Unigine::Math::vec3 tip_velocity;
	Unigine::Math::vec3 direction;
	Unigine::Math::vec3 stabilized_tip_position;

	Bone bones[Bone::BONE_NUM_TYPES];
};
Last update: 2018-04-26