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WristFitPlugin

Plugin assigning wrist pose to a scene node

Plugin attaches provided scene node to the wrist. Pose of the node (translation + rotation + scale) continuously updates according to pose estimation by @geenee/bodyprocessors!HandProcessor. Children nodes inherently include this transform. The node can be seen as a virtual placeholder for real object. It’s recommended to attach top-level nodes that don’t include transforms relative to parent, otherwise wrist transform that is a pose in the world frame will be applied on top of them (will be treated as relative instead of absolute). If wrist/hand isn’t detected plugin hides the node. One of approaches to accurately align meshes with a wrist pose when modeling a scene is to make them children of one node at the origin and set their relative transforms using the wrist base mesh as the reference, then instantiate WristFitPlugin for this scene node. You can also apply relative transforms of children of the wrist-attached parent node programmatically. It’s useful to add occluder model (base mesh of a wrist) as a child of the node. Another possible but less scalable approach is to have all meshes be built relative to the origin and aligned with the base mesh of whe wrist, in this case you can create WristFitPlugin for each mesh. This can be handy when parts are stored separately.

new WristFitPlugin(): WristFitPlugin

Constructor

WristFitPlugin

BabylonPlugin.constructor

protected cameraAngle: number

Camera vertical angle in radians


protected cameraRatio: number

Camera aspect ratio


loaded: boolean

Loaded state

BabylonPlugin.loaded


protected optional node: TransformNode

Attached scene node


ordinal: number

Ordinal number

BabylonPlugin.ordinal


protected optional renderer: Renderer<HandResult>

Renderer loaded the plugin

BabylonPlugin.renderer


protected optional scene: Scene

Reference to a scene instance

BabylonPlugin.scene

dispose(): void

Dispose video plugin

void

BabylonPlugin.dispose


load(renderer): Promise<void>

Initialize plugin

Prepares or modifies the attached node if required. Reference to the scene object is cached and used by plugin on update() and unload(). You need to reload plugin if you want to change scene it’s attached to.

Renderer<HandResult>

Renderer this plugin is attached to

Promise<void>

Promise resolving when initialization is finished

BabylonPlugin.load


setNode(node?): void

Set/attach a scene node

TransformNode

Scene node to attach

void


setupCamera(ratio, angle): void

Set camera parameters

number

Aspect ration of input video

number

Vertical field of view in radians

void

BabylonPlugin.setupCamera


setupVideo(size): void

Set video size

Could be overridden to adjust plugin’s pipeline.

Size

Resolution of input video

void

BabylonPlugin.setupVideo


unload(): void

Reset plugin

Releases all resources allocated in load(). Deletes cached reference to the scene object.

void

BabylonPlugin.unload


update(result, stream): Promise<void>

Update pose of the node

Updates node’s transform (translation+rotation+scale) according to the wrist estimation by @geenee/bodyprocessors!HandProcessor. If wrist isn’t detected plugin recursively hides the attached node.

HandResult

Results of video processing

HTMLCanvasElement

Captured video frame

Promise<void>

Promise resolving when update is finished

BabylonPlugin.update