Handles the visualization of the skeleton joints.  
 More...
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| List< GameObject > | _listOfJoints = new List<GameObject>() | 
|  | The list of joints used for visualization.  More... 
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Handles the visualization of the skeleton joints. 
◆ Awake()
  
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          | void SkeletonManager.Awake | ( |  | ) |  |  | inlineprivate | 
 
 
◆ Inititialize()
  
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          | void SkeletonManager.Inititialize | ( |  | ) |  |  | inlineprivate | 
 
 
◆ LeftOrRightHand()
  
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          | void SkeletonManager.LeftOrRightHand | ( |  | ) |  |  | inlineprivate | 
 
Value dont update, so at this point orientation only works for one hand, default is right hand. 
Change 0 to 1 to run for left hand. Sets the isRightHand hand bool to true or false with inforamtion from the gesture info
 
 
◆ radianToDegrees()
  
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          | float SkeletonManager.radianToDegrees | ( | float | radiantValue | ) |  |  | inlineprivate | 
 
Calculates the radiant value to degrees 
- Parameters
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    | radiantValue | the radiant value |  
 
- Returns
 
 
◆ ResetLineRenderers()
  
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          | void SkeletonManager.ResetLineRenderers | ( |  | ) |  |  | inlineprivate | 
 
Reset the Linerenders when changing Skeleton Model 2D/3D 
 
 
◆ SkeletonModel()
  
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          | 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
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    | modelToLoad | The current model displayed |  | previousModel | The previous model used |  
 
 
 
◆ Start()
  
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          | void SkeletonManager.Start | ( |  | ) |  |  | inlineprivate | 
 
 
◆ Update()
  
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          | void SkeletonManager.Update | ( |  | ) |  |  | inlineprivate | 
 
 
◆ UpdateJointorientation()
  
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          | void SkeletonManager.UpdateJointorientation | ( |  | ) |  |  | inlineprivate | 
 
Updates the orientation of the joints according to the orientation given by the SDK. 
 
 
◆ UpdateJointPositions()
  
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          | 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.
 
 
◆ _listOfJoints
      
        
          | List<GameObject> SkeletonManager._listOfJoints = new List<GameObject>() | 
      
 
The list of joints used for visualization. 
 
 
◆ clampMinDepth
  
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          | float SkeletonManager.clampMinDepth = 0.4f |  | private | 
 
used to clamp the depth value 
 
 
◆ depthDivider
  
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          | int SkeletonManager.depthDivider = 10 |  | private | 
 
Use this to make the depth values smaler to fit the depth of the hand. 
 
 
◆ hasConfidence
  
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          | bool SkeletonManager.hasConfidence |  | private | 
 
 
◆ instance
◆ isRightHand
  
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          | bool SkeletonManager.isRightHand = false |  | private | 
 
Used to set the current hand detected by the camera. 
 
 
◆ jointPrefab
  
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          | GameObject [] SkeletonManager.jointPrefab |  | private | 
 
The prefab that will be used for visualization of the joints. 
 
 
◆ jointsLength
  
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          | int SkeletonManager.jointsLength = 21 |  | private | 
 
The number of Joints the skeleton is made of. 
 
 
◆ jointsMaterial
  
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          | Material [] SkeletonManager.jointsMaterial |  | private | 
 
The materials used on the joints / Line renderers. 
 
 
◆ lineRenderers
  
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          | LineRenderer [] SkeletonManager.lineRenderers = new LineRenderer[6] |  | private | 
 
The linerenderes used on the joints in the jointPrefabs. 
 
 
◆ skeletonConfidenceThreshold
  
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          | float SkeletonManager.skeletonConfidenceThreshold = 0.0001f |  | private | 
 
 
The documentation for this class was generated from the following file: