Handles the visualization of the skeleton joints.
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| Quaternion | GetHandRotation (int handIndex) |
| | Returns pure hand rotation value.
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| GameObject | GetJoint (int handIndex, int jointIndex) |
| | Returns a specific skeleton joint.
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| List< GameObject > | GetJoints (int handIndex) |
| | Returns all joints of the specified hand (0-1).
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◆ Awake()
| void ManoMotion.SkeletonManager.Awake |
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| ) |
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◆ ChangeSkeletonModel()
| void ManoMotion.SkeletonManager.ChangeSkeletonModel |
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SkeletonModel | skeleton | ) |
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inlineprivate |
- Parameters
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| skeleton | Type of skeleton (2D or 3D) |
◆ CreateOneEuroFilters()
| void ManoMotion.SkeletonManager.CreateOneEuroFilters |
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inlineprivate |
◆ CreateSkeletonParent()
| void ManoMotion.SkeletonManager.CreateSkeletonParent |
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inlineprivate |
◆ FadeSkeletonJoints()
| void ManoMotion.SkeletonManager.FadeSkeletonJoints |
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Renderer[] | renderers, |
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HandInfo | handInfo ) |
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inlineprivate |
- Parameters
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| renderers | The renderers of the skeleton model |
| handInfo | the hand info using the skeleton model |
◆ GetHandRotation()
| Quaternion ManoMotion.SkeletonManager.GetHandRotation |
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int | handIndex | ) |
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inline |
◆ GetJoint()
| GameObject ManoMotion.SkeletonManager.GetJoint |
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int | handIndex, |
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int | jointIndex ) |
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inline |
◆ GetJoints()
| List< GameObject > ManoMotion.SkeletonManager.GetJoints |
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int | handIndex | ) |
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◆ OnDisable()
| void ManoMotion.SkeletonManager.OnDisable |
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inlineprivate |
◆ OnEnable()
| void ManoMotion.SkeletonManager.OnEnable |
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inlineprivate |
◆ Update()
| void ManoMotion.SkeletonManager.Update |
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inlineprivate |
◆ UpdateJointsOrientation()
| void ManoMotion.SkeletonManager.UpdateJointsOrientation |
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ref List< GameObject > | listToModify, |
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HandInfo | handInfo, |
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int | handIndex ) |
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inlineprivate |
◆ UpdateJointsPosition()
| void ManoMotion.SkeletonManager.UpdateJointsPosition |
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ref List< GameObject > | skeletonJoints, |
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HandInfo | handInfo, |
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List< OneEuroFilter< Vector3 > > | oneEuroFiltersToApply, |
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OneEuroFilter< Vector2 > | depthFilter ) |
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inlineprivate |
◆ depthFilterSetting
◆ FadeTime
| const float ManoMotion.SkeletonManager.FadeTime = 0.5f |
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◆ handDepthFilters
◆ handRotations
| Quaternion [] ManoMotion.SkeletonManager.handRotations = new Quaternion[2] |
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◆ instance
◆ joints
| List<GameObject> ManoMotion.SkeletonManager.joints = new List<GameObject>(new GameObject[21]) |
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◆ JointsLength
| const int ManoMotion.SkeletonManager.JointsLength = 21 |
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staticprivate |
◆ jointsSecond
| List<GameObject> ManoMotion.SkeletonManager.jointsSecond = new List<GameObject>(new GameObject[21]) |
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◆ OnSkeletonChanged
| UnityEvent ManoMotion.SkeletonManager.OnSkeletonChanged = new UnityEvent() |
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static |
◆ positionFilter
◆ positionFilterSecond
◆ positionFilterSetting
◆ renderers
| Renderer [] ManoMotion.SkeletonManager.renderers |
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◆ renderersSecond
| Renderer [] ManoMotion.SkeletonManager.renderersSecond |
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◆ shouldShowSkeleton
| bool ManoMotion.SkeletonManager.shouldShowSkeleton = true |
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◆ skeletonConfidenceThreshold
| float ManoMotion.SkeletonManager.skeletonConfidenceThreshold = 0.0001f |
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◆ skeletonModel
| GameObject ManoMotion.SkeletonManager.skeletonModel |
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◆ skeletonModelSecond
| GameObject ManoMotion.SkeletonManager.skeletonModelSecond |
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◆ skeletonParent
| GameObject ManoMotion.SkeletonManager.skeletonParent |
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◆ skeletonPrefab2D
| GameObject ManoMotion.SkeletonManager.skeletonPrefab2D |
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◆ skeletonPrefab3D
| GameObject ManoMotion.SkeletonManager.skeletonPrefab3D |
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◆ Instance
◆ ShouldShowSkeleton
| bool ManoMotion.SkeletonManager.ShouldShowSkeleton |
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getset |