HandPosing
A tool for quickly authoring hand poses to objects in VR using hand-tracking
HandPosing.OVRIntegration.GrabEngine.SphereGrabPinchFlex Class Reference

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...

Inheritance diagram for HandPosing.OVRIntegration.GrabEngine.SphereGrabPinchFlex:
HandPosing.OVRIntegration.GrabEngine.FlexInterface

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...
 

Detailed Description

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.

Member Function Documentation

◆ CalculateGrabStrength()

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.

Returns
The strongest grab value

The documentation for this class was generated from the following file: