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Humanoid Control for Unity v4
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The representation of a tracked body
The bone hierarchy will be created below this transform at runtime.
Public Member Functions | |
Transform | GetBoneTransform (Humanoid.Tracking.Bone boneId) |
Gets the transform of the tracked bone More... | |
TrackedBone | GetBone (Humanoid.Tracking.Bone boneId) |
Gets the tracked bone More... | |
virtual void | ShowSkeleton (bool shown) |
Public Attributes | |
bool | show = false |
Determines whether the skeleton should be rendered | |
Tracker.Status | status |
The status of the tracking device | |
Protected Member Functions | |
abstract void | InitializeSkeleton () |
This function is used to intialize the tracked bones. More... | |
void | UpdateSkeletonRender () |
Updates the rendering of the bones | |
void | EnableRenderer () |
void | DisableRenderer () |
virtual void | Start () |
virtual void | Update () |
Protected Attributes | |
List< TrackedBone > | bones |
The list of tracked bones | |
bool | rendered |
Transform | realWorld |
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protectedpure virtual |
This function is used to intialize the tracked bones.
Implemented in Passer.Tracking.PerceptionNeuron.
Transform Passer.Tracking.BodySkeleton.GetBoneTransform | ( | Humanoid.Tracking.Bone | boneId | ) |
Gets the transform of the tracked bone
boneId | The requested bone |
TrackedBone Passer.Tracking.BodySkeleton.GetBone | ( | Humanoid.Tracking.Bone | boneId | ) |
Gets the tracked bone
boneId | The requested bone |