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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2018. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
namespace Leap {
using System;
/// <summary>
/// The Arm class represents the forearm.
/// </summary>
[Serializable]
public class Arm : Bone, IEquatable<Arm> {
/// <summary>
/// Constructs a default Arm object.
/// Get valid Arm objects from a Hand object.
///
/// @since 2.0.3
/// </summary>
public Arm() : base() { }
/// <summary>
/// Constructs a new Arm object.
/// @since 3.0
/// </summary>
public Arm(Vector elbow,
Vector wrist,
Vector center,
Vector direction,
float length,
float width,
LeapQuaternion rotation)
: base(elbow,
wrist,
center,
direction,
length,
width,
BoneType.TYPE_METACARPAL, //ignored for arms
rotation) { }
/// <summary>
/// Compare Arm object equality.
/// Two Arm objects are equal if and only if both Arm objects represent the
/// exact same physical arm in the same frame and both Arm objects are valid.
/// @since 2.0.3
/// </summary>
public bool Equals(Arm other) {
return Equals(other as Bone);
}
/// <summary>
/// A string containing a brief, human readable description of the Arm object.
/// @since 2.0.3
/// </summary>
public override string ToString() {
return "Arm";
}
/// <summary>
/// The position of the elbow.
/// If not in view, the elbow position is estimated based on typical human
/// anatomical proportions.
///
/// @since 2.0.3
/// </summary>
public Vector ElbowPosition {
get {
return base.PrevJoint;
}
}
/// <summary>
/// The position of the wrist.
///
/// Note that the wrist position is not collocated with the end of any bone in
/// the hand. There is a gap of a few centimeters since the carpal bones are
/// not included in the skeleton model.
///
/// @since 2.0.3
/// </summary>
public Vector WristPosition {
get {
return base.NextJoint;
}
}
}
}