Hand[Get] | |
bool | HoverOnZeroStrength[Get] |
VelocityCalculator[Get] | |
Movement[Get] | |
bool | MovementFinished[Get] |
HandGrabTarget[Get] | |
Transform | WristPoint[Get] |
Transform | PinchPoint[Get] |
Transform | PalmPoint[Get] |
HandGrabApi[Get] | |
GrabTypeFlags | SupportedGrabTypes[Get] |
TargetInteractable[Get] | |
bool | IsGrabbing[Get] |
float | FingersStrength[Get] |
float | WristStrength[Get] |
Pose | |
Rigidbody | Rigidbody[Get] |
HandFingerFlags | GrabbingFingers ( ) Returns the fingers that are grabbing the interactable. |
override bool | CanSelect ( HandGrabInteractable interactable ) |
void | Forces the interactor to select the passed interactable, which will be grabbed in the next interaction iteration. |
void | ForceRelease ( ) Forces the interactor to deselect the currently grabbed interactable (if any). |
override void | SetComputeCandidateOverride ( Func< HandGrabInteractable > computeCandidate, bool shouldClearOverrideOnSelect ) |
override void | Unselect ( ) |
void | InjectAllHandGrabInteractor ( HandGrabAPI handGrabApi, Transform grabOrigin, IHand hand, Rigidbody rigidbody, GrabTypeFlags supportedGrabTypes ) Adds everything contained in <cref="HandGrabInteractor"/> to a dynamically instantiated GameObject. |
void | InjectHandGrabApi ( HandGrabAPI handGrabAPI ) Adds a <cref="HandGrabAPI" /> to a dynamically instantiated GameObject. |
void | InjectHand ( IHand hand ) Adds a <cref="IHand" /> to a dynamically instantiated GameObject. |
void | InjectRigidbody ( Rigidbody rigidbody ) Adds a Rigidbody to a dynamically instantiated GameObject. |
void | InjectSupportedGrabTypes ( GrabTypeFlags supportedGrabTypes ) Adds a list of <cref="GrabTypeFlags" /> to a dynamically instantiated GameObject. |
void | InjectGrabOrigin ( Transform grabOrigin ) Adds a grab origin to a dynamically instantiated GameObject. |
void | InjectOptionalGripPoint ( Transform gripPoint ) Adds a grip point to a dynamically instantiated GameObject. |
void | InjectOptionalGripCollider ( Collider gripCollider ) Adds a grip collider to a dynamically instantiated GameObject. |
void | InjectOptionalPinchPoint ( Transform pinchPoint ) Adds a pinch point to a dynamically instantiated GameObject. |
void | InjectOptionalPinchCollider ( Collider pinchCollider ) Adds a pinch collider to a dynamically instantiated GameObject. |
void | InjectOptionalVelocityCalculator ( IThrowVelocityCalculator velocityCalculator ) Adds a velocity calculator to a dynamically instantiated GameObject. |
void | Reset ( ) |
override void | Awake ( ) |
override void | Start ( ) |
override void | 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. |
override void | InteractableSet ( HandGrabInteractable interactable ) |
override void | InteractableUnset ( HandGrabInteractable interactable ) |
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. |
override void | InteractableSelected ( HandGrabInteractable interactable ) When a new interactable is selected, start the grab at the ideal point. |
override void | InteractableUnselected ( HandGrabInteractable interactable ) When releasing an active interactable, calculate the releasing point in similar fashion to InteractableSelected. |
override void | HandlePointerEventRaised ( PointerEvent evt ) |
override Pose | |
override bool | |
override bool | |
override HandGrabInteractable | ComputeCandidate ( ) Compute the best interactable to snap to. |
IHand Oculus.Interaction.HandGrab.HandGrabInteractor.Hand |
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No description available.
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bool Oculus.Interaction.HandGrab.HandGrabInteractor.HoverOnZeroStrength |
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No description available.
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IThrowVelocityCalculator Oculus.Interaction.HandGrab.HandGrabInteractor.VelocityCalculator |
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No description available.
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IMovement Oculus.Interaction.HandGrab.HandGrabInteractor.Movement |
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No description available.
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bool Oculus.Interaction.HandGrab.HandGrabInteractor.MovementFinished |
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No description available.
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HandGrabTarget Oculus.Interaction.HandGrab.HandGrabInteractor.HandGrabTarget |
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No description available.
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Transform Oculus.Interaction.HandGrab.HandGrabInteractor.WristPoint |
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No description available.
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Transform Oculus.Interaction.HandGrab.HandGrabInteractor.PinchPoint |
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No description available.
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Transform Oculus.Interaction.HandGrab.HandGrabInteractor.PalmPoint |
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No description available.
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HandGrabAPI Oculus.Interaction.HandGrab.HandGrabInteractor.HandGrabApi |
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No description available.
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GrabTypeFlags Oculus.Interaction.HandGrab.HandGrabInteractor.SupportedGrabTypes |
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No description available.
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IHandGrabInteractable Oculus.Interaction.HandGrab.HandGrabInteractor.TargetInteractable |
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No description available.
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virtual bool Oculus.Interaction.HandGrab.HandGrabInteractor.IsGrabbing |
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No description available.
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float Oculus.Interaction.HandGrab.HandGrabInteractor.FingersStrength |
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No description available.
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float Oculus.Interaction.HandGrab.HandGrabInteractor.WristStrength |
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No description available.
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Pose Oculus.Interaction.HandGrab.HandGrabInteractor.WristToGrabPoseOffset |
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No description available.
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Rigidbody Oculus.Interaction.HandGrab.HandGrabInteractor.Rigidbody |
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No description available.
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HandFingerFlags Oculus.Interaction.HandGrab.HandGrabInteractor.GrabbingFingers ( ) |
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Returns the fingers that are grabbing the interactable. |
override bool Oculus.Interaction.HandGrab.HandGrabInteractor.CanSelect ( HandGrabInteractable interactable ) |
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No description available.
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void Oculus.Interaction.HandGrab.HandGrabInteractor.ForceSelect ( HandGrabInteractable interactable, bool allowManualRelease ) |
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Forces the interactor to select the passed interactable, which will be grabbed in the next interaction iteration. Parameters interactable The interactable to grab. allowManualReleaseIf false, the interactable can only be released by calling ForceRelease. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.ForceRelease ( ) |
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Forces the interactor to deselect the currently grabbed interactable (if any). |
override void Oculus.Interaction.HandGrab.HandGrabInteractor.SetComputeCandidateOverride ( Func< HandGrabInteractable > computeCandidate, bool shouldClearOverrideOnSelect ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.Unselect ( ) |
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No description available.
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void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectAllHandGrabInteractor ( HandGrabAPI handGrabApi, Transform grabOrigin, IHand hand, Rigidbody rigidbody, GrabTypeFlags supportedGrabTypes ) |
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Adds everything contained in <cref="HandGrabInteractor"/> to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectHandGrabApi ( HandGrabAPI handGrabAPI ) |
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Adds a <cref="HandGrabAPI" /> to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectHand ( IHand hand ) |
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Adds a <cref="IHand" /> to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectRigidbody ( Rigidbody rigidbody ) |
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Adds a Rigidbody to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectSupportedGrabTypes ( GrabTypeFlags supportedGrabTypes ) |
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Adds a list of <cref="GrabTypeFlags" /> to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectGrabOrigin ( Transform grabOrigin ) |
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Adds a grab origin to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalGripPoint ( Transform gripPoint ) |
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Adds a grip point to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalGripCollider ( Collider gripCollider ) |
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Adds a grip collider to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalPinchPoint ( Transform pinchPoint ) |
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Adds a pinch point to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalPinchCollider ( Collider pinchCollider ) |
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Adds a pinch collider to a dynamically instantiated GameObject. |
void Oculus.Interaction.HandGrab.HandGrabInteractor.InjectOptionalVelocityCalculator ( IThrowVelocityCalculator velocityCalculator ) |
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Adds a velocity calculator to a dynamically instantiated GameObject. |
virtual void Oculus.Interaction.HandGrab.HandGrabInteractor.Reset ( ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.Awake ( ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.Start ( ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.DoHoverUpdate ( ) |
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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. |
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableSet ( HandGrabInteractable interactable ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableUnset ( HandGrabInteractable interactable ) |
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No description available.
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override void Oculus.Interaction.HandGrab.HandGrabInteractor.DoSelectUpdate ( ) |
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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. |
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableSelected ( HandGrabInteractable interactable ) |
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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. Parameters interactable The selected interactable |
override void Oculus.Interaction.HandGrab.HandGrabInteractor.InteractableUnselected ( HandGrabInteractable interactable ) |
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When releasing an active interactable, calculate the releasing point in similar fashion to InteractableSelected. Parameters interactable The released interactable |
override void Oculus.Interaction.HandGrab.HandGrabInteractor.HandlePointerEventRaised ( PointerEvent evt ) |
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No description available.
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override Pose Oculus.Interaction.HandGrab.HandGrabInteractor.ComputePointerPose ( ) |
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No description available.
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override bool Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeShouldSelect ( ) |
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No description available.
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override bool Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeShouldUnselect ( ) |
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No description available.
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override HandGrabInteractable Oculus.Interaction.HandGrab.HandGrabInteractor.ComputeCandidate ( ) |
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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. Returns The best interactable to snap the hand to. |