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VR Interaction Framework
1.0
A vr framework for the Oculus Quest
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A trigger collider that handles grabbing grabbables. More...
Public Member Functions | |
| void | GrabGrabbable (Grabbable item) |
| void | HideHandGraphics () |
| void | ResetHandGraphics () |
| Vector3 | GetGrabberVelocity () |
| Vector3 | GetGrabberAveragedVelocity () |
| Vector3 | GetGrabberAveragedAngularVelocity () |
| Vector3 | GetGrabberAngularVelocity () |
| void | AddValidGrabbable (Grabbable grabObject) |
| void | RemoveValidGrabbable (Grabbable grabObject) |
| void | AddValidRemoteGrabbable (Grabbable grabObject) |
| void | RemoveValidRemoteGrabbable (Grabbable grabObject) |
Public Attributes | |
| ControllerHand | HandSide = ControllerHand.Left |
| Which controller side. More... | |
| float | GripAmount = 0.9f |
| 0-1 determine how much to consider a grip. More... | |
| float | ReleaseGripAmount = 0.1f |
| How much grip considered to release an object (0-1) More... | |
| Grabbable | HeldGrabbable |
| The Grabbable we are currently holding. More... | |
| List< Grabbable > | ValidGrabbables = new List<Grabbable>() |
| All nearby Grabbables that are considered valid. More... | |
| Grabbable | closestGrabbable |
| The closest valid grabbable. More... | |
| List< Grabbable > | ValidRemoteGrabbables = new List<Grabbable>() |
| All grabbables in trigger that are considered valid More... | |
| Grabbable | closestRemoteGrabbable |
| Closest Valid Remote Grabbable may be highlighted More... | |
| Transform | HandsGraphics |
| We may want to hide these while holding certain objects More... | |
| bool | ForceGrab = false |
| For Testing More... | |
| Vector3 | PreviousPosition |
| Transform | DummyTransform |
Properties | |
| bool | HoldingItem [get] |
| Are we currently holding any valid items? More... | |
A trigger collider that handles grabbing grabbables.
| void BNG.Grabber.AddValidGrabbable | ( | Grabbable | grabObject | ) |
| void BNG.Grabber.AddValidRemoteGrabbable | ( | Grabbable | grabObject | ) |
| Vector3 BNG.Grabber.GetGrabberAngularVelocity | ( | ) |
| Vector3 BNG.Grabber.GetGrabberAveragedAngularVelocity | ( | ) |
| Vector3 BNG.Grabber.GetGrabberAveragedVelocity | ( | ) |
| Vector3 BNG.Grabber.GetGrabberVelocity | ( | ) |
| void BNG.Grabber.GrabGrabbable | ( | Grabbable | item | ) |
| void BNG.Grabber.HideHandGraphics | ( | ) |
| void BNG.Grabber.RemoveValidGrabbable | ( | Grabbable | grabObject | ) |
| void BNG.Grabber.RemoveValidRemoteGrabbable | ( | Grabbable | grabObject | ) |
| void BNG.Grabber.ResetHandGraphics | ( | ) |
| Grabbable BNG.Grabber.closestGrabbable |
The closest valid grabbable.
If grab button is pressed this is the object that will be grabbed.
| Transform BNG.Grabber.DummyTransform |
| bool BNG.Grabber.ForceGrab = false |
For Testing
| float BNG.Grabber.GripAmount = 0.9f |
0-1 determine how much to consider a grip.
Example : 0.75 is holding the grip down 3/4 of the way
| Transform BNG.Grabber.HandsGraphics |
We may want to hide these while holding certain objects
| ControllerHand BNG.Grabber.HandSide = ControllerHand.Left |
Which controller side.
None if not attached to a controller.
| Grabbable BNG.Grabber.HeldGrabbable |
The Grabbable we are currently holding.
Null if not holding anything.
| Vector3 BNG.Grabber.PreviousPosition |
| float BNG.Grabber.ReleaseGripAmount = 0.1f |
How much grip considered to release an object (0-1)
All nearby Grabbables that are considered valid.
I.e. Not being held, within range, etc.
All grabbables in trigger that are considered valid
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get |
Are we currently holding any valid items?