FingersStrength
: float
[Get] |
Signature
float Oculus.Interaction.HandGrab.HandGrabInteractor.FingersStrength |
Hand
: IHand
[Get] |
Signature
IHand Oculus.Interaction.HandGrab.HandGrabInteractor.Hand |
HandGrabApi
: HandGrabAPI
[Get] |
Signature
HandGrabAPI Oculus.Interaction.HandGrab.HandGrabInteractor.HandGrabApi |
HandGrabTarget
: HandGrabTarget
[Get] |
Signature
HandGrabTarget Oculus.Interaction.HandGrab.HandGrabInteractor.HandGrabTarget |
HoverOnZeroStrength
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractor.HoverOnZeroStrength |
IsGrabbing
: bool
[Get] |
Signature
virtual bool Oculus.Interaction.HandGrab.HandGrabInteractor.IsGrabbing |
Movement
: IMovement
[Get][Set] |
Signature
IMovement Oculus.Interaction.HandGrab.HandGrabInteractor.Movement |
MovementFinished
: bool
[Get][Set] |
Signature
bool Oculus.Interaction.HandGrab.HandGrabInteractor.MovementFinished |
PalmPoint
: Transform
[Get] |
Signature
Transform Oculus.Interaction.HandGrab.HandGrabInteractor.PalmPoint |
PinchPoint
: Transform
[Get] |
Signature
Transform Oculus.Interaction.HandGrab.HandGrabInteractor.PinchPoint |
Rigidbody
: Rigidbody
[Get] |
Signature
Rigidbody Oculus.Interaction.HandGrab.HandGrabInteractor.Rigidbody |
SupportedGrabTypes
: GrabTypeFlags
[Get] |
Signature
GrabTypeFlags Oculus.Interaction.HandGrab.HandGrabInteractor.SupportedGrabTypes |
TargetInteractable
: IHandGrabInteractable
[Get] |
Signature
IHandGrabInteractable Oculus.Interaction.HandGrab.HandGrabInteractor.TargetInteractable |
VelocityCalculator
: IThrowVelocityCalculator
[Get][Set] |
Signature
IThrowVelocityCalculator Oculus.Interaction.HandGrab.HandGrabInteractor.VelocityCalculator |
WristPoint
: Transform
[Get] |
Signature
Transform Oculus.Interaction.HandGrab.HandGrabInteractor.WristPoint |
WristStrength
: float
[Get] |
Signature
float Oculus.Interaction.HandGrab.HandGrabInteractor.WristStrength |
WristToGrabPoseOffset
: Pose
[Get] |
Signature
Pose Oculus.Interaction.HandGrab.HandGrabInteractor.WristToGrabPoseOffset |
Awake
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.Awake() Returns override void |
ComputeCandidate
()
|
Compute the best interactable to snap to.
In order to do it the method measures the score from the current grip pose to the closes pose in the surfaces of each one of the interactables in the registry. Even though it returns the best interactable, it also saves the entire Snap pose to it in which the exact pose within the surface is already recorded to avoid recalculations within the same frame.
Signature
override HandGrabInteractable Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeCandidate() |
ComputePointerPose
()
|
Signature
override Pose Oculus.Interaction.HandGrab.HandGrabInteractor.ComputePointerPose() Returns override Pose |
ComputeShouldSelect
()
|
Signature
override bool Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeShouldSelect() Returns override bool |
ComputeShouldUnselect
()
|
Signature
override bool Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeShouldUnselect() Returns override bool |
DoHoverUpdate
()
|
Each call while the interactor is hovering, it checks whether there is an interaction being hovered and sets the target snap pose to it.
In the HandToObject snapping behaviors this is relevant as the hand can approach the object progressively even before a true grab starts.
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.DoHoverUpdate() Returns override void |
DoSelectUpdate
()
|
Each call while the hand is selecting/grabbing an interactable, it moves the item to the new position while also attracting it towards the hand if the snapping mode requires it.
In some cases the parameter can be null, for example if the selection was interrupted by another hand grabbing the object. In those cases it will come out of the release state once the grabbing gesture properly finishes.
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.DoSelectUpdate() Returns override void |
HandlePointerEventRaised
(
evt
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.HandlePointerEventRaised(PointerEvent evt) Parameters evt: PointerEventReturns override void |
InteractableSelected
(
interactable
)
|
When a new interactable is selected, start the grab at the ideal point.
When snapping is involved that can be a point in the interactable offset from the hand which will be stored to progressively reduced it in the next updates, effectively attracting the object towards the hand. When no snapping is involved the point will be the grip point of the hand directly. Note: ideally this code would be in InteractableSelected but it needs to be called before the object is marked as active.
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableSelected(HandGrabInteractable interactable) Parameters Returns override void |
InteractableSet
(
interactable
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableSet(HandGrabInteractable interactable) Parameters interactable: HandGrabInteractableReturns override void |
InteractableUnselected
(
interactable
)
|
When releasing an active interactable, calculate the releasing point in similar fashion to InteractableSelected.
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableUnselected(HandGrabInteractable interactable) Parameters Returns override void |
InteractableUnset
(
interactable
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableUnset(HandGrabInteractable interactable) Parameters interactable: HandGrabInteractableReturns override void |
Reset
()
|
Signature
virtual void Oculus.Interaction.HandGrab.HandGrabInteractor.Reset() Returns void |
Start
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.Start() Returns override void |
CanSelect
(
interactable
)
|
Signature
override bool Oculus.Interaction.HandGrab.HandGrabInteractor.CanSelect(HandGrabInteractable interactable) Parameters interactable: HandGrabInteractableReturns override bool |
ForceRelease
()
|
Forces the interactor to deselect the currently grabbed interactable (if any).
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.ForceRelease() Returns void |
ForceSelect
(
interactable
, allowManualRelease
)
|
Forces the interactor to select the passed interactable, which will be grabbed in the next interaction iteration.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.ForceSelect(HandGrabInteractable interactable, bool allowManualRelease=false) Parameters allowManualRelease: bool
If false, the interactable can only be released by calling ForceRelease.
Returns void |
GrabbingFingers
()
|
Returns the fingers that are grabbing the interactable.
Signature
HandFingerFlags Oculus.Interaction.HandGrab.HandGrabInteractor.GrabbingFingers() Returns HandFingerFlags |
InjectAllHandGrabInteractor
(
handGrabApi
, grabOrigin
, hand
, rigidbody
, supportedGrabTypes
)
|
Adds everything contained in <cref="HandGrabInteractor"/> to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectAllHandGrabInteractor(HandGrabAPI handGrabApi, Transform grabOrigin, IHand hand, Rigidbody rigidbody, GrabTypeFlags supportedGrabTypes) Parameters handGrabApi: HandGrabAPIgrabOrigin: Transformhand: IHandrigidbody: RigidbodysupportedGrabTypes: GrabTypeFlagsReturns void |
InjectGrabOrigin
(
grabOrigin
)
|
Adds a grab origin to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectGrabOrigin(Transform grabOrigin) Parameters grabOrigin: TransformReturns void |
InjectHand
(
hand
)
|
Adds a <cref="IHand" /> to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectHand(IHand hand) Parameters hand: IHandReturns void |
InjectHandGrabApi
(
handGrabAPI
)
|
Adds a <cref="HandGrabAPI" /> to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectHandGrabApi(HandGrabAPI handGrabAPI) Parameters handGrabAPI: HandGrabAPIReturns void |
InjectOptionalGripCollider
(
gripCollider
)
|
Adds a grip collider to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalGripCollider(Collider gripCollider) Parameters gripCollider: ColliderReturns void |
InjectOptionalGripPoint
(
gripPoint
)
|
Adds a grip point to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalGripPoint(Transform gripPoint) Parameters gripPoint: TransformReturns void |
InjectOptionalPinchCollider
(
pinchCollider
)
|
Adds a pinch collider to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalPinchCollider(Collider pinchCollider) Parameters pinchCollider: ColliderReturns void |
InjectOptionalPinchPoint
(
pinchPoint
)
|
Adds a pinch point to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalPinchPoint(Transform pinchPoint) Parameters pinchPoint: TransformReturns void |
InjectOptionalVelocityCalculator
(
velocityCalculator
)
|
Adds a velocity calculator to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalVelocityCalculator(IThrowVelocityCalculator velocityCalculator) Parameters velocityCalculator: IThrowVelocityCalculatorReturns void |
InjectRigidbody
(
rigidbody
)
|
Adds a Rigidbody to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectRigidbody(Rigidbody rigidbody) Parameters rigidbody: RigidbodyReturns void |
InjectSupportedGrabTypes
(
supportedGrabTypes
)
|
Adds a list of <cref="GrabTypeFlags" /> to a dynamically instantiated GameObject.
Signature
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectSupportedGrabTypes(GrabTypeFlags supportedGrabTypes) Parameters supportedGrabTypes: GrabTypeFlagsReturns void |
SetComputeCandidateOverride
(
computeCandidate
, shouldClearOverrideOnSelect
)
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.SetComputeCandidateOverride(Func< HandGrabInteractable > computeCandidate, bool shouldClearOverrideOnSelect=true) Parameters computeCandidate: Func< HandGrabInteractable >shouldClearOverrideOnSelect: boolReturns override void |
Unselect
()
|
Signature
override void Oculus.Interaction.HandGrab.HandGrabInteractor.Unselect() Returns override void |