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101 lines
No EOL
3 KiB
C#
101 lines
No EOL
3 KiB
C#
/******************************************************************************
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* Copyright (C) Ultraleap, Inc. 2011-2024. *
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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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* between Ultraleap and you, your company or other organization. *
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******************************************************************************/
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using UnityEngine;
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namespace Leap
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{
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using System;
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/// <summary>
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/// The Arm class represents the forearm.
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/// </summary>
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[Serializable]
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public class Arm : Bone, IEquatable<Arm>
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{
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/// <summary>
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/// Constructs a default Arm object.
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/// Get valid Arm objects from a Hand object.
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///
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/// @since 2.0.3
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/// </summary>
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public Arm() : base() { }
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/// <summary>
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/// Constructs a new Arm object.
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/// </summary>
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public Arm(Vector3 elbow,
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Vector3 wrist,
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Vector3 center,
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Vector3 direction,
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float length,
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float width,
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Quaternion rotation)
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: base(elbow,
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wrist,
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center,
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direction,
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length,
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width,
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BoneType.TYPE_METACARPAL, //ignored for arms
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rotation)
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{ }
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/// <summary>
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/// Compare Arm object equality.
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/// Two Arm objects are equal if and only if both Arm objects represent the
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/// exact same physical arm in the same frame and both Arm objects are valid.
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/// @since 2.0.3
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/// </summary>
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public bool Equals(Arm other)
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{
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return Equals(other as Bone);
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}
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/// <summary>
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/// A string containing a brief, human readable description of the Arm object.
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/// @since 2.0.3
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/// </summary>
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public override string ToString()
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{
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return "Arm";
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}
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/// <summary>
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/// The position of the elbow.
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/// If not in view, the elbow position is estimated based on typical human
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/// anatomical proportions.
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///
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/// @since 2.0.3
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/// </summary>
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public Vector3 ElbowPosition
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{
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get
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{
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return base.PrevJoint;
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}
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}
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/// <summary>
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/// The position of the wrist.
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///
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/// Note that the wrist position is not collocated with the end of any bone in
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/// the hand. There is a gap of a few centimeters since the carpal bones are
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/// not included in the skeleton model.
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///
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/// @since 2.0.3
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/// </summary>
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public Vector3 WristPosition
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{
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get
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{
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return base.NextJoint;
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}
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}
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}
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} |