void Start()
 {
     Manus.ManusInit();
     glove    = new Glove(hand);
     testloop = 0;
     hg       = HandGesture.Default;
 }
Example #2
0
 void Start()
 {
     Manus.ManusInit();
     glove           = new Glove(hand);
     timer           = new Timer();
     timer.AutoReset = false;
     timer.Elapsed  += Timer_Elapsed;
 }
Example #3
0
        //I start the program.
        void Start()
        {
            Debug.Log("Starting Manus_API");
            session    = new IntPtr();
            lefth      = new manus_hand_t();
            righth     = new manus_hand_t();
            leftraw    = new manus_hand_raw_t();
            rightraw   = new manus_hand_raw_t();
            myProfileL = new ik_profile_t();
            myProfileR = new ik_profile_t();
            left_arm   = new ik_body_t();
            right_arm  = new ik_body_t();
            isR        = false;
            isL        = false;

            Manus.ManusInit(out session);
            Debug.Log("Done.");
        }
Example #4
0
    /// <summary>
    /// Constructor which loads the HandModel
    /// </summary>
    void Start()
    {
        // Ensure the library initialized correctly.
        Manus.ManusInit();

        // Initialize the glove and the associated skeletal model.
        glove = new Glove(hand);
        if (hand == GLOVE_HAND.GLOVE_LEFT)
        {
            modelObject   = Resources.Load <GameObject>("Manus_Handv2_Left");
            animationClip = Resources.Load <AnimationClip>("Manus_Handv2_Left");
        }
        else
        {
            modelObject   = Resources.Load <GameObject>("Manus_Handv2_Right");
            animationClip = Resources.Load <AnimationClip>("Manus_Handv2_Right");
        }

        gameRoot  = FindDeepChild(gameObject.transform, "Wrist");
        modelRoot = FindDeepChild(modelObject.transform, "Wrist");

        modelObject.SetActive(true);
    }
 public static void ManusSDKDllInit()
 {
     Manus.ManusInit(out session);
 }