HandPosing
A tool for quickly authoring hand poses to objects in VR using hand-tracking
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This Flex interface serves as the Union between SphereGrabFlex and PinchTriggerFlex. It will return a grab if any of them is in their own respective valid ranges, but also populate its internal state to know if the current used value was from the sphereFlex or the pinchFlex. That way the output value can be check against the right threshold ranges in the current frame. More...
Public Member Functions | |
float? | CalculateGrabStrength () |
Calculates the stronger grab between the pinch and sphere flexes. In order to compare the values it remaps them using their grab strenghts. It also stores which was the best flex interface on this frame so the relevant thresholds can be compared after this method. More... | |
Properties | |
bool | IsValid [get] |
float? | GrabStrength [get] |
Vector2 | GrabThreshold [get] |
Vector2 | GrabAttemptThreshold [get] |
float | AlmostGrabRelease [get] |
Properties inherited from HandPosing.OVRIntegration.GrabEngine.FlexInterface | |
bool | IsValid [get] |
True if the current Flex Interface can be used, for example the Hand is being tracked in the case of a hand-tracking flex. This is important so we can fallback to other FlexInterfaces in case one of them is not valid. More... | |
float? | GrabStrength [get] |
Return normalized grab strength. More... | |
Vector2 | GrabThreshold [get] |
Return strenght values to start (Y) or stop (X) grabbing. More... | |
Vector2 | GrabAttemptThreshold [get] |
Return strenght values to indicate a grabbing attempt, can be narrower than GrabThresold. More... | |
float | AlmostGrabRelease [get] |
Indicates the minimum value for a grab Typically a bit higher than the minimum GrabThreshold More... | |
This Flex interface serves as the Union between SphereGrabFlex and PinchTriggerFlex. It will return a grab if any of them is in their own respective valid ranges, but also populate its internal state to know if the current used value was from the sphereFlex or the pinchFlex. That way the output value can be check against the right threshold ranges in the current frame.
float? HandPosing.OVRIntegration.GrabEngine.SphereGrabPinchFlex.CalculateGrabStrength | ( | ) |
Calculates the stronger grab between the pinch and sphere flexes. In order to compare the values it remaps them using their grab strenghts. It also stores which was the best flex interface on this frame so the relevant thresholds can be compared after this method.