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https://github.com/hanetzer/sdraw_mods_cvr.git
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Update to Ultraleap Gemini v5.12
Update to Ultraleap Unity Plugin v6.9.0 Unclamped spreads and curls
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46 changed files with 1143 additions and 2564 deletions
132
ml_lme/vendor/LeapCSharp/Hand.cs
vendored
132
ml_lme/vendor/LeapCSharp/Hand.cs
vendored
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@ -1,5 +1,5 @@
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/******************************************************************************
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* Copyright (C) Ultraleap, Inc. 2011-2021. *
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* Copyright (C) Ultraleap, Inc. 2011-2023. *
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* *
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* Use subject to the terms of the Apache License 2.0 available at *
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* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
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@ -11,7 +11,6 @@ namespace Leap
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{
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using System;
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using System.Collections.Generic;
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#pragma warning disable 0618
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/// <summary>
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/// The Hand class reports the physical characteristics of a detected hand.
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///
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@ -47,56 +46,6 @@ namespace Leap
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Fingers.Add(new Finger());
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}
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/// <summary>
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/// Constructs a hand.
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///
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/// Generally, you should not create your own Hand objects. Such objects will not
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/// have valid tracking data. Get valid Hand objects from a frame
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/// received from the service.
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/// @since 3.0
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/// </summary>
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[System.Obsolete("This signature will be removed in the next major version of the plugin. Use the one with Vector3 and Quaternion instead.")]
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public Hand(long frameID,
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int id,
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float confidence,
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float grabStrength,
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float grabAngle,
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float pinchStrength,
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float pinchDistance,
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float palmWidth,
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bool isLeft,
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float timeVisible,
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Arm arm,
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List<Finger> fingers,
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Vector palmPosition,
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Vector stabilizedPalmPosition,
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Vector palmVelocity,
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Vector palmNormal,
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LeapQuaternion palmOrientation,
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Vector direction,
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Vector wristPosition)
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{
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FrameId = frameID;
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Id = id;
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Confidence = confidence;
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GrabStrength = grabStrength;
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GrabAngle = grabAngle;
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PinchStrength = pinchStrength;
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PinchDistance = pinchDistance;
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PalmWidth = palmWidth;
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IsLeft = isLeft;
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TimeVisible = timeVisible;
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Arm = arm;
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Fingers = fingers;
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PalmPosition = palmPosition;
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StabilizedPalmPosition = stabilizedPalmPosition;
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PalmVelocity = palmVelocity;
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PalmNormal = palmNormal;
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Rotation = palmOrientation;
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Direction = direction;
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WristPosition = wristPosition;
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}
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/// <summary>
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/// Constructs a hand.
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///
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@ -108,7 +57,6 @@ namespace Leap
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int id,
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float confidence,
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float grabStrength,
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float grabAngle,
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float pinchStrength,
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float pinchDistance,
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float palmWidth,
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@ -128,7 +76,6 @@ namespace Leap
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Id = id;
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Confidence = confidence;
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GrabStrength = grabStrength;
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GrabAngle = grabAngle;
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PinchStrength = pinchStrength;
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PinchDistance = pinchDistance;
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PalmWidth = palmWidth;
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@ -136,13 +83,13 @@ namespace Leap
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TimeVisible = timeVisible;
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Arm = arm;
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Fingers = fingers;
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PalmPosition = ToVector(palmPosition);
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StabilizedPalmPosition = ToVector(stabilizedPalmPosition);
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PalmVelocity = ToVector(palmVelocity);
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PalmNormal = ToVector(palmNormal);
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Rotation = ToLeapQuaternion(palmOrientation);
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Direction = ToVector(direction);
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WristPosition = ToVector(wristPosition);
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PalmPosition = palmPosition;
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StabilizedPalmPosition = stabilizedPalmPosition;
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PalmVelocity = palmVelocity;
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PalmNormal = palmNormal;
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Rotation = palmOrientation;
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Direction = direction;
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WristPosition = wristPosition;
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}
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/// <summary>
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@ -221,15 +168,13 @@ namespace Leap
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/// The center position of the palm.
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/// @since 1.0
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector PalmPosition;
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public Vector3 PalmPosition;
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/// <summary>
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/// The rate of change of the palm position.
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/// @since 1.0
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector PalmVelocity;
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public Vector3 PalmVelocity;
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/// <summary>
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/// The normal vector to the palm. If your hand is flat, this vector will
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@ -242,8 +187,7 @@ namespace Leap
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/// respect to the horizontal plane.
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/// @since 1.0
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector PalmNormal;
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public Vector3 PalmNormal;
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/// <summary>
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/// The direction from the palm position toward the fingers.
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@ -255,8 +199,9 @@ namespace Leap
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/// respect to the horizontal plane.
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/// @since 1.0
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector Direction;
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public Vector3 Direction;
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LeapTransform _basis = new LeapTransform(Vector3.one, Quaternion.identity);
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/// <summary>
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/// The transform of the hand.
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@ -264,15 +209,23 @@ namespace Leap
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/// Note, in version prior to 3.1, the Basis was a Matrix object.
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/// @since 3.1
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/// </summary>
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public LeapTransform Basis { get { return new LeapTransform(PalmPosition, Rotation); } }
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public LeapTransform Basis
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{
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get
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{
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_basis.translation = PalmPosition;
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_basis.rotation = Rotation;
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return _basis;
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}
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}
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/// <summary>
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/// The rotation of the hand as a quaternion.
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///
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/// @since 3.1
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/// </summary>
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[System.Obsolete("Its type will be changed from LeapQuaternion to UnityEngine.Quaternion")]
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public LeapQuaternion Rotation;
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public Quaternion Rotation;
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/// <summary>
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/// The strength of a grab hand pose.
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@ -283,20 +236,6 @@ namespace Leap
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/// </summary>
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public float GrabStrength;
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/// <summary>
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/// The angle between the fingers and the hand of a grab hand pose.
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///
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/// The angle is computed by looking at the angle between the direction of the
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/// 4 fingers and the direction of the hand. Thumb is not considered when
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/// computing the angle.
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/// The angle is 0 radian for an open hand, and reaches pi radians when the pose
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/// is a tight fist.
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///
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/// @since 3.0
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/// </summary>
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[System.Obsolete("This code will be removed in the next major version of the plugin. If you believe that it needs to be kept, please open a discussion on the GitHub forum (https://github.com/ultraleap/UnityPlugin/discussions)")]
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public float GrabAngle;
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/// <summary>
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/// The holding strength of a pinch hand pose.
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///
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/// primarily on the speed of movement.
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/// @since 1.0
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector StabilizedPalmPosition;
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public Vector3 StabilizedPalmPosition;
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/// <summary>
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/// The position of the wrist of this hand.
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/// @since 2.0.3
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/// </summary>
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[System.Obsolete("Its type will be changed from Vector to Vector3")]
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public Vector WristPosition;
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public Vector3 WristPosition;
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/// <summary>
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/// The duration of time this Hand has been visible to the Leap Motion Controller, in seconds
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/// @since 2.0.3
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/// </summary>
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public Arm Arm;
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[Obsolete("This will be removed in the next major version update")]
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private Vector ToVector(Vector3 v)
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{
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return new Vector(v.x, v.y, v.z);
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}
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[Obsolete("This will be removed in the next major version update")]
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private LeapQuaternion ToLeapQuaternion(Quaternion q)
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{
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return new LeapQuaternion(q.x, q.y, q.z, q.w);
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}
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}
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#pragma warning restore 0618
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}
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