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FingersFitPlugin

Hand plugin fitting geometry into keypoints

Universal plugin fitting FingersGeometry into a pose estimated by @geenee/bodyprocessors!HandProcessor. FingersFitPlugin evaluates positions, rotations and scales of phalanxes based on detected keypoints, and then applies these transforms to sub-components of a hand geometry. Use FingersFitPlugin#buildGeometry to build geometry.

new FingersFitPlugin(): FingersFitPlugin

Constructor

FingersFitPlugin

HandPlugin.constructor

protected optional geometry: FingersGeometry

Attached fingers geometry


loaded: boolean

Loaded state

HandPlugin.loaded


ordinal: number

Ordinal number

HandPlugin.ordinal


protected optional renderer: Renderer<HandResult>

Renderer loaded the plugin

HandPlugin.renderer


protected optional scene: Scene

Reference to a scene instance

HandPlugin.scene

dispose(): void

Dispose video plugin

void

HandPlugin.dispose


protected estimateBones(pose, handedness): object

Estimate phalanxes positions and orientations

Using detected keypoints approximates transformations of phalanxes. Position of a phalanx is defined by 3D point of the corresponding joint. Its length is the distance between keypoints defining the phalanx. Rotation is defined by its axes that are evaluated using kinematic rules and relative positions of adjacent joint keypoints. Method returns phalanx position & orientation in global world frame.

HandPoint[]

Pose keypoints

number

object

Phalanx transformations

hand: BoneTransform

index: BoneTransform[]

middle: BoneTransform[]

pinky: BoneTransform[]

ring: BoneTransform[]

thumb: BoneTransform[]


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

HandPlugin.load


setGeometry(geometry?): void

Set/attach a hand geometry

FingersGeometry

Hand geometry to attach

void


setupCamera(ratio, angle): void

Set camera parameters

Could be overridden to adjust plugin’s pipeline.

number

Aspect ration of input video

number

Vertical field of view in radians

void

HandPlugin.setupCamera


setupVideo(size): void

Set video size

Could be overridden to adjust plugin’s pipeline.

Size

Resolution of input video

void

HandPlugin.setupVideo


unload(): void

Reset plugin

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

void

HandPlugin.unload


update(result, stream): Promise<void>

Update pose of the hand geometry

Evaluates positions, rotations and scales of pahalanxes based on 3D keypoints and other data, then applies these transformations to components of the attached geometry. One can override this method to further tune geometry of a hand using default imlpementation as a starting point. Simply call await super.update(result, stream); first and adjust poses assigned to components of hand geometry.

HandResult

Hand estimation results

HTMLCanvasElement

Captured video frame

Promise<void>

Promise resolving when update is finished

HandPlugin.update


static buildGeometry(scene, material): FingersGeometry

Build a hand geometry

Hand geometry includes 4 fingers (index, middle, ring, pinky). Each finger consists of 3 cylinders for phalanxes and 4 spheres for joints beetween them and on their open ends. Phalanxes and spheres have unit radiuses and lengthes for easier computations.

Scene

Scene to add geometry to

Material

Material of the mesh

FingersGeometry

Hand geometry