/// <summary> Retrieve flexion angles, normalized to [0...1] or [fingers extended ... fingers flexed] </summary> /// <param name="flexions"></param> /// <param name="forceUpdate"></param> /// <returns></returns> public virtual bool GetNormalizedFlexion(out float[] flexions, bool forceUpdate = false) { if (lastHandModel == null) { lastHandModel = SGCore.Kinematics.BasicHandModel.Default(this.IsRight); } //if (lastProfile == null) { lastProfile = SGCore.HandProfile.Default(this.IsRight); } return(GetNormalizedFlexion(lastHandModel, SG_HandProfiles.GetProfile(this.IsRight), out flexions, forceUpdate)); }
/// <summary> Returns a Hand Pose containing everything you'd want to animate a hand model in Unity. Using the global HandProfile. </summary> /// <param name="handModel"></param> /// <param name="pose"></param> /// <param name="forceUpdate"></param> /// <returns></returns> public virtual bool GetHandPose(SGCore.Kinematics.BasicHandModel handModel, out SG_HandPose pose, bool forceUpdate = false) { return(GetHandPose(handModel, SG_HandProfiles.GetProfile(this.IsRight), out pose, forceUpdate)); }