/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2021. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
namespace Leap
{
using System;
using System.Collections.Generic;
///
/// The Hand class reports the physical characteristics of a detected hand.
///
/// Hand tracking data includes a palm position and velocity; vectors for
/// the palm normal and direction to the fingers; and lists of the attached fingers.
///
/// Note that Hand objects can be invalid, which means that they do not contain
/// valid tracking data and do not correspond to a physical entity. Invalid Hand
/// objects can be the result of using the default constructor, or modifying the
/// hand data in an incorrect way.
/// @since 1.0
///
[Serializable]
public class Hand : IEquatable
{
///
/// Constructs a Hand object.
///
/// An uninitialized hand is considered invalid.
/// Get valid Hand objects from a Frame object.
///
/// @since 1.0
///
public Hand()
{
Arm = new Arm();
Fingers = new List(5);
Fingers.Add(new Finger());
Fingers.Add(new Finger());
Fingers.Add(new Finger());
Fingers.Add(new Finger());
Fingers.Add(new Finger());
}
///
/// Constructs a hand.
///
/// Generally, you should not create your own Hand objects. Such objects will not
/// have valid tracking data. Get valid Hand objects from a frame
/// received from the service.
/// @since 3.0
///
public Hand(long frameID,
int id,
float confidence,
float grabStrength,
float grabAngle,
float pinchStrength,
float pinchDistance,
float palmWidth,
bool isLeft,
float timeVisible,
Arm arm,
List fingers,
Vector palmPosition,
Vector stabilizedPalmPosition,
Vector palmVelocity,
Vector palmNormal,
LeapQuaternion palmOrientation,
Vector direction,
Vector wristPosition)
{
FrameId = frameID;
Id = id;
Confidence = confidence;
GrabStrength = grabStrength;
GrabAngle = grabAngle;
PinchStrength = pinchStrength;
PinchDistance = pinchDistance;
PalmWidth = palmWidth;
IsLeft = isLeft;
TimeVisible = timeVisible;
Arm = arm;
Fingers = fingers;
PalmPosition = palmPosition;
StabilizedPalmPosition = stabilizedPalmPosition;
PalmVelocity = palmVelocity;
PalmNormal = palmNormal;
Rotation = palmOrientation;
Direction = direction;
WristPosition = wristPosition;
}
///
/// The Finger object with the specified ID attached to this hand.
///
/// Use the Hand.Finger() function to retrieve a Finger object attached to
/// this hand using an ID value obtained from a previous frame.
///
/// Note that ID values persist across frames, but only until tracking of a
/// particular object is lost. If tracking of a hand is lost and subsequently
/// regained, the new Finger object representing that finger may have a
/// different ID than that representing the finger in an earlier frame.
///
/// @since 1.0
///
public Finger Finger(int id)
{
for (int i = Fingers.Count; i-- != 0;)
{
if (Fingers[i].Id == id)
{
return Fingers[i];
}
}
return null;
}
///
/// Compare Hand object equality.
///
/// Two Hand objects are equal if and only if both Hand objects represent the
/// exact same physical hand in the same frame and both Hand objects are valid.
///
public bool Equals(Hand other)
{
return Id == other.Id && FrameId == other.FrameId;
}
///
/// A string containing a brief, human readable description of the Hand object.
/// @since 1.0
///
public override string ToString()
{
return string.Format(
"Hand {0} {1}.",
this.Id,
this.IsLeft ? "left" : "right"
);
}
public long FrameId;
///
/// A unique ID assigned to this Hand object, whose value remains the same
/// across consecutive frames while the tracked hand remains visible. If
/// tracking is lost (for example, when a hand is occluded by another hand
/// or when it is withdrawn from or reaches the edge of the Leap Motion Controller field of view),
/// the Leap Motion software may assign a new ID when it detects the hand in a future frame.
///
/// Use the ID value with the Frame.Hand() function to find this Hand object
/// in future frames.
///
/// @since 1.0
///
public int Id;
///
/// The list of Finger objects detected in this frame that are attached to
/// this hand, given in order from thumb to pinky. The list cannot be empty.
/// @since 1.0
///
public List Fingers;
///
/// The center position of the palm.
/// @since 1.0
///
public Vector PalmPosition;
///
/// The rate of change of the palm position.
/// @since 1.0
///
public Vector PalmVelocity;
///
/// The normal vector to the palm. If your hand is flat, this vector will
/// point downward, or "out" of the front surface of your palm.
///
/// The direction is expressed as a unit vector pointing in the same
/// direction as the palm normal (that is, a vector orthogonal to the palm).
///
/// You can use the palm normal vector to compute the roll angle of the palm with
/// respect to the horizontal plane.
/// @since 1.0
///
public Vector PalmNormal;
///
/// The direction from the palm position toward the fingers.
///
/// The direction is expressed as a unit vector pointing in the same
/// direction as the directed line from the palm position to the fingers.
///
/// You can use the palm direction vector to compute the pitch and yaw angles of the palm with
/// respect to the horizontal plane.
/// @since 1.0
///
public Vector Direction;
///
/// The transform of the hand.
///
/// Note, in version prior to 3.1, the Basis was a Matrix object.
/// @since 3.1
///
public LeapTransform Basis { get { return new LeapTransform(PalmPosition, Rotation); } }
///
/// The rotation of the hand as a quaternion.
///
/// @since 3.1
///
public LeapQuaternion Rotation;
///
/// The strength of a grab hand pose.
///
/// The strength is zero for an open hand, and blends to one when a grabbing hand
/// pose is recognized.
/// @since 2.0
///
public float GrabStrength;
///
/// The angle between the fingers and the hand of a grab hand pose.
///
/// The angle is computed by looking at the angle between the direction of the
/// 4 fingers and the direction of the hand. Thumb is not considered when
/// computing the angle.
/// The angle is 0 radian for an open hand, and reaches pi radians when the pose
/// is a tight fist.
///
/// @since 3.0
///
public float GrabAngle;
///
/// The holding strength of a pinch hand pose.
///
/// The strength is zero for an open hand, and blends to one when a pinching
/// hand pose is recognized. Pinching can be done between the thumb
/// and any other finger of the same hand.
/// @since 2.0
///
public float PinchStrength;
///
/// The distance between the thumb and index finger of a pinch hand pose.
///
/// The distance is computed by looking at the shortest distance between
/// the last 2 phalanges of the thumb and those of the index finger.
/// This pinch measurement only takes thumb and index finger into account.
/// @since 3.0
///
public float PinchDistance;
///
/// The estimated width of the palm when the hand is in a flat position.
/// @since 2.0
///
public float PalmWidth;
///
/// The stabilized palm position of this Hand.
///
/// Smoothing and stabilization is performed in order to make
/// this value more suitable for interaction with 2D content. The stabilized
/// position lags behind the palm position by a variable amount, depending
/// primarily on the speed of movement.
/// @since 1.0
///
public Vector StabilizedPalmPosition;
///
/// The position of the wrist of this hand.
/// @since 2.0.3
///
public Vector WristPosition;
///
/// The duration of time this Hand has been visible to the Leap Motion Controller.
/// @since 1.0
///
public float TimeVisible;
///
/// How confident we are with a given hand pose.
/// The confidence level ranges between 0.0 and 1.0 inclusive.
///
/// @since 2.0
///
public float Confidence;
///
/// Identifies whether this Hand is a left hand.
/// @since 2.0
///
public bool IsLeft;
///
/// Identifies whether this Hand is a right hand.
/// @since 2.0
///
public bool IsRight { get { return !IsLeft; } }
///
/// The arm to which this hand is attached.
///
/// If the arm is not completely in view, Arm attributes are estimated based on
/// the attributes of entities that are in view combined with typical human anatomy.
/// @since 2.0.3
///
public Arm Arm;
}
}