This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
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
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.Plugins.LeapMotion.Finger Struct

Notice
LeapMotion plugin must be loaded.

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

The Finger structure is declared as follows:

Source code (C#)
public struct Finger
	{
		public enum TYPE
		{
			THUMB = 0,	 // The thumb
			INDEX = 1,	 // The index or fore-finger
			MIDDLE = 2,  // The middle finger
			RING = 3,	 // The ring finger
			PINKY = 4,	 // The pinky or little finger
			NUM_TYPES,
		};
	
		public int id;
		public int type;
		public float length;
		public float width;
		public int is_extended;
		public int is_valid;
		public vec3 tip_position;
		public vec3 tip_velocity;
		public vec3 direction;
		public vec3 stabilized_tip_position;

		public Bone[] bones;
	};

Elements of the array of bones of the finger can be accessed using Bone.TYPE values as indices.

struct

Fields

  • enum TYPE -
    • THUMB - thumb
    • INDEX - index or fore finger
    • MIDDLE - middle finger
    • RING - ring finger
    • PINKY - pinky or little finger
    • NUM_TYPES - total number of finger types.
    For example, to specify the middle finger, write Finger.TYPE.MIDDLE.
  • int id - Identifier 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.
  • int type - Finger type. One of the Finger.TYPE values.
  • float length - Length of the finger, in meters.
  • float width - Width of the finger, in meters.
  • int is_extended - Value indicating if the finger is extended.
  • int is_valid - Value indicating if the finger contains valid tracking data.
  • vec3 tip_position - Coordinates of the instantaneous position of the finger tip.
    Notice
    All coordinates are relative to the origin of the Leap Motion coordinate system.
  • vec3 tip_velocity - Instantaneous velocity of the finger tip, in m/s.
    Notice
    All coordinates are relative to the origin of the Leap Motion coordinate system.
  • vec3 direction - Current pointing direction vector of the finger.
    Notice
    All coordinates are relative to the origin of the Leap Motion coordinate system.
  • vec3 stabilized_tip_position - Coordinates of the finger tip position filtered and stabilized using velocity and past positions.
    Notice
    All coordinates are relative to the origin of the Leap Motion coordinate system.
  • LeapMotion.Bone[] bones - Array of bones of the finger. Elements of the array can be accessed using Bone.TYPE values as indices.
Last update: 2023-06-23
Build: ()