void LayoutHand(BoxView boxView, HandParams handParams, Point center, double radius) { double width = handParams.Width * radius; double height = handParams.Height * radius; double offset = handParams.Offset; AbsoluteLayout.SetLayoutBounds(boxView, new Rectangle(center.X - 0.5 * width, center.Y - offset * height, width, height)); boxView.AnchorY = handParams.Offset; }
void LayoutHand(BoxView boxView, HandParams handParams, Point center, double radius) { double width = handParams.Width * radius; double height = handParams.Height * radius; double offset = handParams.Offset; AbsoluteLayout.SetLayoutBounds(boxView, new Rectangle(center.X - 0.5 * width, center.Y - offset * height, width, height)); // Set the AnchorY property for rotations. boxView.AnchorY = handParams.Offset; }
public Hand(HandParams hparams, float xMult) { this.hparams = hparams; this.xMult = xMult; spheresParent = new GameObject("Hand"); spheres = new GameObject[HandParams.JointsNum]; lineRenderers = new LineRenderer[HandParams.JointsNum]; foreach (var i in Enumerable.Range(0, HandParams.JointsNum)) { spheres[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); spheres[i].transform.parent = spheresParent.transform; spheres[i].transform.localScale = new Vector3(hparams.sphereScale, hparams.sphereScale, hparams.sphereScale); lineRenderers[i] = spheres[i].AddComponent <LineRenderer>(); lineRenderers[i].widthMultiplier = 0.1f; } waySumQueue = new Queue <float>(); }