Leap Motion Unity Modules
Namespaces | Classes | Enumerations
Leap.Unity Namespace Reference

Namespaces

Classes

class  AbstractHoldDetector
 
class  CapsuleHand
 
class  Comment
 
class  CommentEditor
 
class  ConnectionMonitor
 
class  CustomEditorBase
 
class  CustomPropertyDrawerBase
 
class  DebugHand
 
class  Deque
 
class  DequeTests
 
class  Detector
 
class  DetectorLogicGate
 
class  DisconnectionNotice
 
class  EnableDepthBuffer
 
class  EnumEventTable
 
class  EnumEventTableEditor
 
class  ExecuteAfterAttribute
 
class  ExecuteAfterDefault
 
class  ExecuteBeforeAttribute
 
class  ExecuteBeforeDefault
 
class  ExtendedFingerDetector
 
class  EyeType
 
class  EyeTypeEditor
 
class  FingerDirectionDetector
 
class  FingerModel
 
class  FitHeightToScreen
 
class  FpsLabel
 
class  FrameRateControls
 Provides control of target frame rate. More...
 
class  HandDrop
 
class  HandEnableDisable
 
class  HandFader
 
class  HandModel
 
class  HandPool
 
class  HandRepresentation
 
class  Hands
 
class  HandTransitionBehavior
 
struct  Hash
 
interface  ICanReportDuplicateInformation
 
class  IHandModel
 
interface  IMinHeapNode
 
class  InternalUtility
 
interface  IPoolable
 Implement this interface to recieve a callback whenever your object is spawned from a pool. You do not recieve a callback during recycle because the recommended workflow is to have the object implement IDisposable and recycle itself within the Dispose method. More...
 
class  KeyEnableBehaviors
 
class  KeyEnableGameObjects
 
struct  LeapDeviceInfo
 Leap device info struct. More...
 
class  LeapHandController
 
class  LeapHandControllerEditor
 
class  LeapHandsAutoRig
 
class  LeapImageRetriever
 
class  LeapImageRetrieverEditor
 
class  LeapProvider
 
class  LeapRTS
 Use this component on a Game Object to allow it to be manipulated by a pinch gesture. The component allows rotation, translation, and scale of the object (RTS). More...
 
class  LeapServiceProvider
 
class  LeapServiceProviderEditor
 
class  LeapTemporalWarpingEditor
 
class  LeapVRCameraControl
 
class  LeapVRTemporalWarping
 Implements spatial alignment of cameras and synchronization with images More...
 
class  MinHeap
 
class  MinimalHand
 
class  MultiTypedList
 
class  MultiTypedListTests
 
class  MultiTypedListUtil
 
class  MultiTypedReference
 Represents a single reference to a value of type BaseType. More...
 
class  MultiTypedReferenceTests
 
class  MultiTypedReferenceUtil
 
class  ObjectBuilderEditor
 
class  PalmDirectionDetector
 
class  PinchDetector
 A basic utility class to aid in creating pinch based actions. Once linked with an IHandModel, it can be used to detect pinch gestures that the hand makes. More...
 
class  PolyFinger
 
class  PolyHand
 
class  Pool
 A very lightweight pool implementation. When you call Spawn, an object of type T will be returned. If the pool was not empty, the T will be taken from the pool. If the pool was empty, a new T will be constructed and returned instead. Calling recycle will return a T to the pool.
 
class  ProduceConsumeBuffer
 
struct  ProfilerSample
 A utility struct for ease of use when you want to wrap a piece of code in a Profiler.BeginSample/EndSample. Usage: More...
 
class  ProximityDetector
 
class  ProximityEvent
 
struct  ReadonlyHashSet
 A simple wrapper around HashSet to provide readonly access. Useful when you want to return a HashSet to someone but you want to make sure they don't muck it up! More...
 
struct  ReadonlyList
 A simple wrapper around List to provide readonly access. Useful when you want to return a list to someone but you want to make sure they don't muck it up! More...
 
class  RiggedFinger
 
class  RiggedHand
 
class  RigidFinger
 
class  RigidHand
 
class  SceneSettings
 
class  SDictionaryAttribute
 You must mark a serializable dictionary with this attribute in order to use the custom inspector editor. More...
 
class  SerializableDictionary
 In order to have this class be serialized, you will always need to create your own non-generic version specific to your needs. This is the same workflow that exists for using the UnityEvent class as well. More...
 
class  SerializableDictionaryEditor
 
class  SerializableHashSet
 
class  SerializableHashSetEditor
 
class  SHashSetAttribute
 You must mark a serializable hash set field with this attribute in order to use the custom inspector editor More...
 
struct  SingleLayer
 An object you can use to represent a single Unity layer as a dropdown in the inspector. Can be converted back and forth between the integer representation Unity usually uses in its own methods. More...
 
class  SingleLayerEditor
 
class  SkeletalFinger
 
class  SkeletalHand
 
class  SlidingMax
 
class  SlidingMaxTest
 
class  SmoothedFloat
 Time-step independent exponential smoothing. More...
 
class  SmoothedQuaternion
 Time-step independent exponential smoothing. More...
 
class  SmoothedVector3
 Time-step independent exponential smoothing. More...
 
class  StretchToScreen
 
class  TemporalWarpingStatus
 
class  TransformUtil
 
class  TransformUtilTests
 
class  UnityMatrixExtension
 
class  UnityQuaternionExtension
 
class  UnityVectorExtension
 
class  Utils
 

Enumerations

enum  LogicType { AndGate, OrGate }
 
enum  PointingState { Extended, NotExtended, Either }
 
enum  PointingType { RelativeToCamera, RelativeToHorizon, RelativeToWorld, AtTarget }
 
enum  Chirality { Left, Right }
 
enum  ModelType { Graphics, Physics }
 
enum  LeapDeviceType { Invalid, Peripheral, Dragonfly }
 

Detailed Description

IHandModel defines abstract methods as a template for building Leap hand models

Enumeration Type Documentation

◆ LogicType

enum Leap.Unity.LogicType
strong

The type of logic used to combine the watched detectors.

◆ PointingState

Defines the settings for comparing extended finger states

◆ PointingType

Settings for handling pointing conditions

  • RelativeToCamera – the target direction is defined relative to the camera's forward vector.
  • RelativeToHorizon – the target direction is defined relative to the camera's forward vector, except that it does not change with pitch.
  • RelativeToWorld – the target direction is defined as a global direction that does not change with camera movement.
  • AtTarget – a target object is used to determine the pointing direction.
Since
4.1.2