sdraw_mods_cvr/ml_lme/vendor/LeapCSharp/Arm.cs
SDraw 56686834d0
LeapCSharp update to 6.14.0
Fixed interaction input
2024-01-28 14:33:24 +03:00

101 lines
No EOL
3 KiB
C#

/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2024. *
* *
* 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. *
******************************************************************************/
using UnityEngine;
namespace Leap
{
using System;
/// <summary>
/// The Arm class represents the forearm.
/// </summary>
[Serializable]
public class Arm : Bone, IEquatable<Arm>
{
/// <summary>
/// Constructs a default Arm object.
/// Get valid Arm objects from a Hand object.
///
/// @since 2.0.3
/// </summary>
public Arm() : base() { }
/// <summary>
/// Constructs a new Arm object.
/// </summary>
public Arm(Vector3 elbow,
Vector3 wrist,
Vector3 center,
Vector3 direction,
float length,
float width,
Quaternion rotation)
: base(elbow,
wrist,
center,
direction,
length,
width,
BoneType.TYPE_METACARPAL, //ignored for arms
rotation)
{ }
/// <summary>
/// Compare Arm object equality.
/// Two Arm objects are equal if and only if both Arm objects represent the
/// exact same physical arm in the same frame and both Arm objects are valid.
/// @since 2.0.3
/// </summary>
public bool Equals(Arm other)
{
return Equals(other as Bone);
}
/// <summary>
/// A string containing a brief, human readable description of the Arm object.
/// @since 2.0.3
/// </summary>
public override string ToString()
{
return "Arm";
}
/// <summary>
/// The position of the elbow.
/// If not in view, the elbow position is estimated based on typical human
/// anatomical proportions.
///
/// @since 2.0.3
/// </summary>
public Vector3 ElbowPosition
{
get
{
return base.PrevJoint;
}
}
/// <summary>
/// The position of the wrist.
///
/// Note that the wrist position is not collocated with the end of any bone in
/// the hand. There is a gap of a few centimeters since the carpal bones are
/// not included in the skeleton model.
///
/// @since 2.0.3
/// </summary>
public Vector3 WristPosition
{
get
{
return base.NextJoint;
}
}
}
}