ManoMotion SDK PRO  1.3
ManoMotion SDK PRO API documentation
SkeletonManager Class Reference

Handles the visualization of the skeleton joints. More...

Inheritance diagram for SkeletonManager:

Data Fields

List< GameObject > listOfJoints = new List<GameObject>()
 The list of joints used for visualization. More...
 

Private Member Functions

void Start ()
 
void SkeletonModel (int modelToLoad, int previousModel)
 Create the hand model depending if you use 3D or 2D joints. More...
 
void ResetLineRenderers ()
 Reset the Linerenders when changing Skeleton Model 2D/3D More...
 
void Inititialize ()
 
void Update ()
 
void UpdateJointPositions ()
 Updates the position of the joints according to the positions given by the SDK. More...
 

Private Attributes

GameObject[] jointPrefab
 The prefab that will be used for visualization of the joints. More...
 
LineRenderer[] lineRenderers = new LineRenderer[6]
 The linerenderes used on the joints in the jointPrefabs. More...
 
float speed = 15f
 The speed of the joint movement. More...
 
float step
 
float clampMinDepth = 0.4f
 used to clamp the depth value More...
 
bool hasConfidence
 Skeleton confidence. More...
 
float skeletonConfidenceThreshold = 0.0001f
 
Material[] jointsMaterial
 The materials used on the joints / Line renderers. More...
 
int depthDivider = 10
 Use this to make the depth values smaler to fit the depth of the hand. More...
 
int jointsLength = 21
 The number of Joints the skeleton is made of. More...
 

Detailed Description

Handles the visualization of the skeleton joints.

Member Function Documentation

◆ Inititialize()

void SkeletonManager.Inititialize ( )
inlineprivate

◆ ResetLineRenderers()

void SkeletonManager.ResetLineRenderers ( )
inlineprivate

Reset the Linerenders when changing Skeleton Model 2D/3D

◆ SkeletonModel()

void SkeletonManager.SkeletonModel ( int  modelToLoad,
int  previousModel 
)
inlineprivate

Create the hand model depending if you use 3D or 2D joints.

The model need to have 21 joints.

Parameters
currentModelThe current model displayed
previousModelThe previous model used

◆ Start()

void SkeletonManager.Start ( )
inlineprivate

◆ Update()

void SkeletonManager.Update ( )
inlineprivate

◆ UpdateJointPositions()

void SkeletonManager.UpdateJointPositions ( )
inlineprivate

Updates the position of the joints according to the positions given by the SDK.

If confidence is to low, the joints will fade out.

Field Documentation

◆ clampMinDepth

float SkeletonManager.clampMinDepth = 0.4f
private

used to clamp the depth value

◆ depthDivider

int SkeletonManager.depthDivider = 10
private

Use this to make the depth values smaler to fit the depth of the hand.

◆ hasConfidence

bool SkeletonManager.hasConfidence
private

Skeleton confidence.

◆ jointPrefab

GameObject [] SkeletonManager.jointPrefab
private

The prefab that will be used for visualization of the joints.

◆ jointsLength

int SkeletonManager.jointsLength = 21
private

The number of Joints the skeleton is made of.

◆ jointsMaterial

Material [] SkeletonManager.jointsMaterial
private

The materials used on the joints / Line renderers.

◆ lineRenderers

LineRenderer [] SkeletonManager.lineRenderers = new LineRenderer[6]
private

The linerenderes used on the joints in the jointPrefabs.

◆ listOfJoints

List<GameObject> SkeletonManager.listOfJoints = new List<GameObject>()

The list of joints used for visualization.

◆ skeletonConfidenceThreshold

float SkeletonManager.skeletonConfidenceThreshold = 0.0001f
private

◆ speed

float SkeletonManager.speed = 15f
private

The speed of the joint movement.

◆ step

float SkeletonManager.step
private

The documentation for this class was generated from the following file: