Properties:
Methods:
The Bone class represents a tracked bone.
All fingers contain 4 bones that make up the anatomy of the finger. Get valid Bone objects from a Finger object.
Bones are ordered from base to tip, indexed from 0 to 3. Additionally, the bone’s Type enum may be used to index a specific bone anatomically.
FingerList fingers = hand.Fingers; foreach(Finger finger in fingers){ Bone bone; foreach (Bone.BoneType boneType in (Bone.BoneType[]) Enum.GetValues(typeof(Bone.BoneType))) { bone = finger.Bone(boneType); // ... Use bone } }The thumb does not have a base metacarpal bone and therefore contains a valid, zero length bone at that location.
Note that Bone objects can be invalid, which means that they do not contain valid tracking data and do not correspond to a physical bone. Invalid Bone objects can be the result of asking for a Bone object from an invalid finger, indexing a bone out of range, or constructing a new bone. Test for validity with the Bone::isValid() function.
Public Functions
- Since
- 2.0
PropertyMatrix Basis
The orthonormal basis vectors for this Bone as a Matrix.
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.
Matrix basis = bone.Basis; Vector xBasis = basis.xBasis; Vector yBasis = basis.yBasis; Vector zBasis = basis.zBasis;
- Return
- The basis of the bone as a matrix.
- Since
- 2.0
Vector Center
The midpoint of the bone.
Vector middle = bone.Center;
- Return
- The midpoint in the center of the bone.
- Since
- 2.0
Vector Direction
The normalized direction of the bone from base to tip.
Vector direction = bone.Direction;
- Return
- The normalized direction of the bone from base to tip.
- Since
- 2.0
Bone Invalid
bool IsValid
float Length
The estimated length of the bone in millimeters.
float length = bone.Length;
- Return
- The length of the bone in millimeters.
- Since
- 2.0
Vector NextJoint
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;
- Return
- The Vector containing the coordinates of the next joint position.
- Since
- 2.0
Vector PrevJoint
The base of the bone, closest to the wrist.
In anatomical terms, this is the proximal end of the bone.
Vector boneStart = bone.PrevJoint;
- Return
- The Vector containing the coordinates of the previous joint position.
- Since
- 2.0
Bone.BoneType Type
The name of this bone.
Bone.BoneType type = bone.Type;
- Return
- The anatomical type of this bone as a member of the Bone::Type enumeration.
- Since
- 2.0
float Width
The average width of the flesh around the bone in millimeters.
float width = bone.Width;
- Return
- The width of the flesh around the bone in millimeters.
- Since
- 2.0