Layer for communicating between the Grabber and the Snapper code. You must implement this interface if you want your grabber to be able to snap to objects.
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float | CurrentFlex () |
| Current normalised value of the grabbing gesture. 1 for a fully realised gesture, 0 for no gesture detected. More...
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Snappable | FindClosestSnappable () |
| The snappable with the best score that can be reached at the current pose. Typically all grabbable objects will also have snappables, and the Grabber would already implement a metho to find the nearest grabbable,this could be very similar. More...
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Action< GameObject > | OnGrabStarted [get, set] |
| Event triggered when a Grab is started at a GameObject. More...
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Action< GameObject, float > | OnGrabAttemp [get, set] |
| Event triggered when a Grab is attempted at a GameObject. More...
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Action< GameObject > | OnGrabAttemptFail [get, set] |
| Event triggered when a grabbed GameObjec if user tried to make a grab attempt sometime in the past More...
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Action< GameObject > | OnGrabEnded [get, set] |
| Event triggered when a grabbed GameObject is released. More...
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Vector2 | GrabFlexThreshold [get] |
| Min - Max value for the grab thresold. X indicates the release point, Y the grab point. Typically [0.33,0.9] or even [0,1] More...
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Layer for communicating between the Grabber and the Snapper code. You must implement this interface if you want your grabber to be able to snap to objects.
◆ CurrentFlex()
float HandPosing.Interaction.IGrabNotifier.CurrentFlex |
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◆ FindClosestSnappable()
Snappable HandPosing.Interaction.IGrabNotifier.FindClosestSnappable |
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The snappable with the best score that can be reached at the current pose. Typically all grabbable objects will also have snappables, and the Grabber would already implement a metho to find the nearest grabbable,this could be very similar.
- Returns
- If found, the best object that the hand can snap to.
Implemented in HandPosing.Interaction.BaseGrabber.
◆ GrabFlexThreshold
Vector2 HandPosing.Interaction.IGrabNotifier.GrabFlexThreshold |
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get |
Min - Max value for the grab thresold. X indicates the release point, Y the grab point. Typically [0.33,0.9] or even [0,1]
◆ OnGrabAttemp
Action<GameObject, float> HandPosing.Interaction.IGrabNotifier.OnGrabAttemp |
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getset |
Event triggered when a Grab is attempted at a GameObject.
- Parameters
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GameObject | The object about to be grabbed. |
float | The normalised value indicating how close to grab the user is. e.g. if the user grabs with a pinch 0.5 would indicate the pinch gesture is half-way in. |
◆ OnGrabAttemptFail
Action<GameObject> HandPosing.Interaction.IGrabNotifier.OnGrabAttemptFail |
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getset |
Event triggered when a grabbed GameObjec if user tried to make a grab attempt sometime in the past
- Parameters
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GameObject | The object that failed to be grabbed. |
◆ OnGrabEnded
Action<GameObject> HandPosing.Interaction.IGrabNotifier.OnGrabEnded |
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getset |
Event triggered when a grabbed GameObject is released.
- Parameters
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GameObject | The ungrabbed object. |
◆ OnGrabStarted
Action<GameObject> HandPosing.Interaction.IGrabNotifier.OnGrabStarted |
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getset |
Event triggered when a Grab is started at a GameObject.
- Parameters
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GameObject | The grabbed object. |
The documentation for this interface was generated from the following file:
- Runtime/Interaction/IGrabNotifier.cs