예제 #1
0
 /// <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));
 }
예제 #2
0
 /// <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));
 }