ArmΒΆ

The Arm class represents the forearm. More...

Inherits Bone.

Public Types

enum  BoneType
 Enumerates the names of the bones. More...
 

Public Member Functions

 Arm ()
 Constructs a default Arm object. More...
 
 Arm (Vector elbow, Vector wrist, Vector center, Vector direction, float length, float width, LeapQuaternion rotation)
 Constructs a new Arm object. More...
 
bool Equals (Arm other)
 Compare Arm object equality. More...
 
bool Equals (Bone other)
 Compare Bone object equality. More...
 
override string ToString ()
 A string containing a brief, human readable description of the Arm object. More...
 

Public Attributes

Vector Center
 The midpoint of the bone. More...
 
Vector Direction
 The normalized direction of the bone from base to tip. More...
 
float Length
 The estimated length of the bone in millimeters. More...
 
Vector NextJoint
 The end of the bone, closest to the finger tip. More...
 
Vector PrevJoint
 The base of the bone, closest to the wrist. More...
 
LeapQuaternion Rotation
 The orientation of this Bone as a Quaternion. More...
 
Bone.BoneType Type
 The name of this bone. More...
 
float Width
 The average width of the flesh around the bone in millimeters. More...
 

Properties

LeapTransform Basis [get]
 The orthonormal basis vectors for this Bone as a Matrix. More...
 
Vector ElbowPosition [get]
 The position of the elbow. More...
 
Vector WristPosition [get]
 The position of the wrist. More...
 

Detailed Description

The Arm class represents the forearm.

Member Enumeration Documentation

enum BoneType
stronginherited

Enumerates the names of the bones.

Members of this enumeration are returned by Bone::type() to identify a Bone object.

Since
2.0

Constructor & Destructor Documentation

Arm ( )

Constructs a default Arm object.

Get valid Arm objects from a Hand object.

Arm arm = hand.Arm;
Since
2.0.3
Arm ( Vector  elbow,
Vector  wrist,
Vector  center,
Vector  direction,
float  length,
float  width,
LeapQuaternion  rotation 
)

Constructs a new Arm object.

Parameters
elbowThe position of the elbow.
wristThe position of the wrist.
centerThe position of the midpoint between the elbow and wrist.
directionThe unit direction vector from elbow to wrist.
lengthThe distance between elbow and wrist in millimeters.
widthThe estimated average width of the arm.
basisThe basis matrix representing the orientation of the arm.
Since
3.0

Member Function Documentation

bool Equals ( Arm  other)

Compare Arm object equality.

Boolean theSame = thisArm.Equals(thatArm);

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
bool Equals ( Bone  other)
inherited

Compare Bone object equality.

Two Bone objects are equal if and only if both Bone objects represent the exact same physical bone in the same frame and both Bone objects are valid.

Since
2.0
override string ToString ( )

A string containing a brief, human readable description of the Arm object.

String description = arm.ToString ();
Returns
A description of the Arm object as a string.
Since
2.0.3

Member Data Documentation

Vector Center
inherited

The midpoint of the bone.

Vector middle = bone.Center;
Returns
The midpoint in the center of the bone.
Since
2.0
Vector Direction
inherited

The normalized direction of the bone from base to tip.

Vector direction = bone.Direction;
Returns
The normalized direction of the bone from base to tip.
Since
2.0
float Length
inherited

The estimated length of the bone in millimeters.

float length = bone.Length;
Returns
The length of the bone in millimeters.
Since
2.0
Vector NextJoint
inherited

The end of the bone, closest to the finger tip.

In anatomical terms, this is the distal end of the bone.

Vector boneEnd = bone.NextJoint;
Returns
The Vector containing the coordinates of the next joint position.
Since
2.0
Vector PrevJoint
inherited

The base of the bone, closest to the wrist.

In anatomical terms, this is the proximal end of the bone.

Vector boneStart = bone.PrevJoint;
Returns
The Vector containing the coordinates of the previous joint position.
Since
2.0
LeapQuaternion Rotation
inherited

The orientation of this Bone as a Quaternion.

Returns
The Quaternion.
Since
2.0
Bone.BoneType Type
inherited

The name of this bone.

Bone.BoneType type = bone.Type;
Returns
The anatomical type of this bone as a member of the Bone::Type enumeration.
Since
2.0
float Width
inherited

The average width of the flesh around the bone in millimeters.

float width = bone.Width;
Returns
The width of the flesh around the bone in millimeters.
Since
2.0

Property Documentation

LeapTransform Basis
getinherited

The orthonormal basis vectors for this Bone as a Matrix.

The orientation of this Bone as a Quaternion.

Basis vectors specify the orientation of a bone.

xBasis Perpendicular to the longitudinal axis of the bone; exits the sides of the finger.

yBasis or up vector Perpendicular to the longitudinal axis of the bone; exits the top and bottom of the finger. More positive in the upward direction.

zBasis Aligned with the longitudinal axis of the bone. More positive toward the base of the finger.

The bases provided for the right hand use the right-hand rule; those for the left hand use the left-hand rule. Thus, the positive direction of the x-basis is to the right for the right hand and to the left for the left hand. You can change from right-hand to left-hand rule by multiplying the z basis vector by -1.

You can use the basis vectors for such purposes as measuring complex finger poses and skeletal animation.

Note that converting the basis vectors directly into a quaternion representation is not mathematically valid. If you use quaternions, create them from the derived rotation matrix not directly from the bases.

LeapTransform basis = bone.Basis;
Vector xBasis = basis.xBasis;
Vector yBasis = basis.yBasis;
Vector zBasis = basis.zBasis;
Returns
The basis of the bone as a matrix.
The Quaternion.
Since
2.0
Vector ElbowPosition
get

The position of the elbow.

Vector elbow = arm.ElbowPosition;

If not in view, the elbow position is estimated based on typical human anatomical proportions.

Since
2.0.3
Vector WristPosition
get

The position of the wrist.

Vector wrist = arm.WristPosition;

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