ControlPoints
: List< BezierControlPoint >
[Get] |
Signature
List<BezierControlPoint> Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.ControlPoints |
Reset
()
|
Signature
virtual void Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.Reset() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.Start() Returns void |
CalculateBestPoseAtSurface
(
targetPose
, bestPose
, scoringModifier
, relativeTo
)
|
Finds the Pose at the surface that is the closest to the given pose.
Signature
GrabPoseScore Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.CalculateBestPoseAtSurface(in Pose targetPose, out Pose bestPose, in PoseMeasureParameters scoringModifier, Transform relativeTo) Parameters targetPose: in Pose
The root pose to find the nearest to.
bestPose: out Pose
The best found pose at the surface.<
relativeTo: Transform
Reference transform to measure the poses against
|
CalculateBestPoseAtSurface
(
targetPose
, offset
, bestPose
, scoringModifier
, relativeTo
)
|
Finds the Pose at the surface that is the closest to the given pose.
Signature
GrabPoseScore Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.CalculateBestPoseAtSurface(in Pose targetPose, in Pose offset, out Pose bestPose, in PoseMeasureParameters scoringModifier, Transform relativeTo) Parameters targetPose: in Pose
The root pose to find the nearest to.
offset: in Pose
The offset from the root, for accurate scoring
bestPose: out Pose
The best found pose at the surface.<
relativeTo: Transform
Reference transform to measure the poses against
|
CalculateBestPoseAtSurface
(
targetRay
, bestPose
, relativeTo
)
|
Finds the Pose at the surface that is the closest to the given ray.
Signature
bool Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.CalculateBestPoseAtSurface(Ray targetRay, out Pose bestPose, Transform relativeTo) Parameters targetRay: Ray
Ray searching for the nearest snap pose
bestPose: out Pose
The best found pose at the surface.
relativeTo: Transform
Reference transform to measure the poses against
Returns bool
True if the pose was found
|
CreateDuplicatedSurface
(
gameObject
)
|
Creates a new IGrabSurface under the selected gameobject with the same data as this one.
Signature
IGrabSurface Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.CreateDuplicatedSurface(GameObject gameObject) Parameters gameObject: GameObject
The gameobject in which to place the new IGrabSurface.
|
CreateMirroredSurface
(
gameObject
)
|
Creates a new IGrabSurface under the selected gameobject that is a mirror version of the current.
Signature
IGrabSurface Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.CreateMirroredSurface(GameObject gameObject) Parameters gameObject: GameObject
The gameobject in which to place the new IGrabSurface.
|
InjectAllBezierSurface
(
controlPoints
, relativeTo
)
|
Signature
void Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.InjectAllBezierSurface(List< BezierControlPoint > controlPoints, Transform relativeTo) Parameters controlPoints: List< BezierControlPoint >relativeTo: TransformReturns void |
InjectControlPoints
(
controlPoints
)
|
Signature
void Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.InjectControlPoints(List< BezierControlPoint > controlPoints) Parameters controlPoints: List< BezierControlPoint >Returns void |
InjectRelativeTo
(
relativeTo
)
|
Signature
void Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.InjectRelativeTo(Transform relativeTo) Parameters relativeTo: TransformReturns void |
MirrorPose
(
gripPose
, relativeTo
)
|
Method for mirroring a Pose around the surface.
Different surfaces will prefer mirroring along different axis.
Signature
Pose Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.MirrorPose(in Pose gripPose, Transform relativeTo) Parameters gripPose: in Pose
The Pose to be mirrored.
relativeTo: Transform
Reference transform to mirror the pose around
Returns Pose
A new pose mirrored at this surface.
|
EvaluateBezier
(
start
, middle
, end
, t
)
|
Signature
static Vector3 Oculus.Interaction.Grab.GrabSurfaces.BezierGrabSurface.EvaluateBezier(Vector3 start, Vector3 middle, Vector3 end, float t) Parameters start: Vector3middle: Vector3end: Vector3t: floatReturns Vector3 |