//Check pinch and grab pose public bool IsPinching(Leap.Hand hand) { if (Hands.GetIndex(hand).IsExtended) { return(false); } //return hand.PinchStrength > .9f; //first and foremost we need the index to be pinched, if it it is we have a true bool pinch = checkPinchOfFinger(hand, "index"); //if we are in pinch with index check to see if other fingers are not. if (pinch) { string[] fings = { "ring", "pinky" }; foreach (string f in fings) { //If any other finger is in pinch return false if (checkPinchOfFinger(hand, f)) { return(false); } } } return(pinch); }
public bool checkFingerGun(Leap.Hand hand) { if (!checkThumbsUp(hand)) { return(false); } if (!Hands.GetIndex(hand).IsExtended) { return(false); } return(true); }
//public DebugGrapher grapher = GameObject.Find("HandUtilDebugGrapher").GetComponent<DebugGrapher>(); //Gets the position of the fingers on a hand public Vector3 getIndexPos(Leap.Hand hand) { return(Hands.GetIndex(hand).TipPosition.ToVector3()); }