UpdateRequired
: System.Action |
Signature
System.Action Oculus.Interaction.Input.SyntheticHand.UpdateRequired |
Apply
(
data
)
|
Signature
override void Oculus.Interaction.Input.SyntheticHand.Apply(HandDataAsset data) Parameters data: HandDataAssetReturns override void |
Start
()
|
Signature
override void Oculus.Interaction.Input.SyntheticHand.Start() Returns override void |
FreeAllJoints
()
|
Short-hand method for setting the freedom level of all fingers in a hand to Free.
Similar to calling SetFingerFreedom for each single finger in the hand with a value of FingerFreedom.Free for the freedomLevel
Signature
void Oculus.Interaction.Input.SyntheticHand.FreeAllJoints() Returns void |
FreeWrist
(
lockMode
)
|
Unlocks the hand (locked at the OverrideWristPose method) starting a timer for the smooth release animation.
Signature
void Oculus.Interaction.Input.SyntheticHand.FreeWrist(WristLockMode lockMode=WristLockMode.Full) Parameters lockMode: WristLockModeReturns void |
GetJointFreedom
(
jointId
)
|
Signature
JointFreedom Oculus.Interaction.Input.SyntheticHand.GetJointFreedom(in HandJointId jointId) Parameters jointId: in HandJointIdReturns JointFreedom |
InjectAllSyntheticHandModifier
(
updateMode
, updateAfter
, modifyDataFromSource
, applyModifier
, wristPositionLockCurve
, wristPositionUnlockCurve
, wristRotationLockCurve
, wristRotationUnlockCurve
, jointLockCurve
, jointUnlockCurve
, spreadAllowance
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectAllSyntheticHandModifier(UpdateModeFlags updateMode, IDataSource updateAfter, DataModifier< HandDataAsset > modifyDataFromSource, bool applyModifier, ProgressCurve wristPositionLockCurve, ProgressCurve wristPositionUnlockCurve, ProgressCurve wristRotationLockCurve, ProgressCurve wristRotationUnlockCurve, ProgressCurve jointLockCurve, ProgressCurve jointUnlockCurve, float spreadAllowance) Parameters updateMode: UpdateModeFlagsupdateAfter: IDataSourcemodifyDataFromSource: DataModifier< HandDataAsset >applyModifier: boolwristPositionLockCurve: ProgressCurvewristPositionUnlockCurve: ProgressCurvewristRotationLockCurve: ProgressCurvewristRotationUnlockCurve: ProgressCurvejointLockCurve: ProgressCurvejointUnlockCurve: ProgressCurvespreadAllowance: floatReturns void |
InjectJointLockCurve
(
jointLockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectJointLockCurve(ProgressCurve jointLockCurve) Parameters jointLockCurve: ProgressCurveReturns void |
InjectJointUnlockCurve
(
jointUnlockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectJointUnlockCurve(ProgressCurve jointUnlockCurve) Parameters jointUnlockCurve: ProgressCurveReturns void |
InjectSpreadAllowance
(
spreadAllowance
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectSpreadAllowance(float spreadAllowance) Parameters spreadAllowance: floatReturns void |
InjectWristPositionLockCurve
(
wristPositionLockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectWristPositionLockCurve(ProgressCurve wristPositionLockCurve) Parameters wristPositionLockCurve: ProgressCurveReturns void |
InjectWristPositionUnlockCurve
(
wristPositionUnlockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectWristPositionUnlockCurve(ProgressCurve wristPositionUnlockCurve) Parameters wristPositionUnlockCurve: ProgressCurveReturns void |
InjectWristRotationLockCurve
(
wristRotationLockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectWristRotationLockCurve(ProgressCurve wristRotationLockCurve) Parameters wristRotationLockCurve: ProgressCurveReturns void |
InjectWristRotationUnlockCurve
(
wristRotationUnlockCurve
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.InjectWristRotationUnlockCurve(ProgressCurve wristRotationUnlockCurve) Parameters wristRotationUnlockCurve: ProgressCurveReturns void |
LockFingerAtCurrent
(
finger
)
|
Immediately locks an individual finger (all its internal joints) at the last known value.
Signature
void Oculus.Interaction.Input.SyntheticHand.LockFingerAtCurrent(in HandFinger finger) Parameters finger: in HandFinger
The finger for which to lock joints.
Returns void |
LockJoint
(
jointId
, rotation
, overrideFactor
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.LockJoint(in HandJointId jointId, Quaternion rotation, float overrideFactor=1f) Parameters jointId: in HandJointIdrotation: QuaternionoverrideFactor: floatReturns void |
LockWristPose
(
wristPose
, overrideFactor
, lockMode
, worldPose
, skipAnimation
)
|
Stores the desired pose to set the wrist of the hand to.
This is not necessarily the final pose of the hand, as it allows lerping between the tracked and provided one during the ApplyHand phase.
To ensure the hand is locked at the desired pose, pass a value of 1 in the overrideFactor
Signature
void Oculus.Interaction.Input.SyntheticHand.LockWristPose(Pose wristPose, float overrideFactor=1f, WristLockMode lockMode=WristLockMode.Full, bool worldPose=false, bool skipAnimation=false) Parameters wristPose: Pose
The final pose desired for the wrist
overrideFactor: float
How much to lerp between the tracked and the provided pose
lockMode: WristLockMode
Either lock the position, rotation or both (default)
worldPose: boolskipAnimation: bool
Whether to skip the animation curve for this override.
Returns void |
LockWristPosition
(
position
, overrideFactor
, skipAnimation
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.LockWristPosition(Vector3 position, float overrideFactor=1f, bool skipAnimation=false) Parameters position: Vector3overrideFactor: floatskipAnimation: boolReturns void |
LockWristRotation
(
rotation
, overrideFactor
, skipAnimation
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.LockWristRotation(Quaternion rotation, float overrideFactor=1f, bool skipAnimation=false) Parameters rotation: QuaternionoverrideFactor: floatskipAnimation: boolReturns void |
OverrideAllJoints
(
jointRotations
, overrideFactor
)
|
Stores the rotation data for all joints in the hand, to be applied during the ApplyHand event.
Signature
void Oculus.Interaction.Input.SyntheticHand.OverrideAllJoints(in Quaternion[] jointRotations, float overrideFactor) Parameters jointRotations: in Quaternion[]
The joint rotations following the FingersMetadata.HAND_JOINT_IDS format.
overrideFactor: float
How much to lerp the fingers from the tracked (raw) state to the provided one.
Returns void |
OverrideFingerRotations
(
finger
, rotations
, overrideFactor
)
|
Stores the rotation data for all joints for the given finger, to be applied during the ApplyHand event.
Signature
void Oculus.Interaction.Input.SyntheticHand.OverrideFingerRotations(HandFinger finger, Quaternion[] rotations, float overrideFactor) Parameters finger: HandFinger
The finger for which to lock joints.
rotations: Quaternion[]
The joint rotations for each joint on the finger
overrideFactor: float
How much to lerp the fingers from the tracked (raw) state to the provided one.
Returns void |
OverrideJointRotation
(
jointId
, rotation
, overrideFactor
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.OverrideJointRotation(HandJointId jointId, Quaternion rotation, float overrideFactor) Parameters jointId: HandJointIdrotation: QuaternionoverrideFactor: floatReturns void |
SetFingerFreedom
(
finger
, freedomLevel
, skipAnimation
)
|
To use in conjunction with OverrideAllJoints, it sets the freedom state for a provided finger.
Opposite to LockFingerAtCurrent, this method uses the data provided in OverrideAllJoints instead of the last known state.
Signature
void Oculus.Interaction.Input.SyntheticHand.SetFingerFreedom(in HandFinger finger, in JointFreedom freedomLevel, bool skipAnimation=false) Parameters finger: in HandFingerfreedomLevel: in JointFreedom
The freedom level for the finger
skipAnimation: boolReturns void |
SetJointFreedom
(
jointId
, freedomLevel
, skipAnimation
)
|
Signature
void Oculus.Interaction.Input.SyntheticHand.SetJointFreedom(in HandJointId jointId, in JointFreedom freedomLevel, bool skipAnimation=false) Parameters jointId: in HandJointIdfreedomLevel: in JointFreedomskipAnimation: boolReturns void |
| Member | Value |
|---|---|
Position | 1 << 0 |
Rotation | 1 << 1 |
Full | (1 << 2) - 1 |