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zachkinstner avatar zachkinstner commented on June 12, 2024

Hover UI uses this code to obtain the distal bone's "basis" rotation (of Quaternion type). The basic parts are:

Bone distalBone = myLeapFinger.Bone(Bone.BoneType.TYPE_DISTAL);
Quaternion boneRotation = distalBone.Basis.CalculateRotation();

You can multiply this rotation with a local "forward" direction (like Vector3<0, 0, 1>) to get the ray's world-space direction. A good origin for the ray is the Leap finger's TipPosition.

from hover-ui-kit.

zachkinstner avatar zachkinstner commented on June 12, 2024

Regarding your second question:

You won't need to do anything too involved to obtain this information from Hover UI. Each of the Leap Motion fingertip-based cursors has their transform set to the correct position and rotation each frame, as described in my previous comment.

By reading the position/rotation information from these transforms, or accessing it via ICursorData (see the WorldPosition and WorldRotation properties), you should be able to raycast outward from any particular cursor.

from hover-ui-kit.

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