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VR Interaction Framework v2.0
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An example hand controller that sets animation values depending on Grabber state. More...
Public Member Functions | |
void | Update () |
virtual void | UpdateHeldObjectState () |
virtual void | UpdateIdleState () |
virtual bool | HoldingObject () |
virtual void | CheckForGrabChange () |
virtual void | OnGrabChange (GameObject newlyHeldObject) |
virtual void | OnGrabDrop () |
Dropped our held item - nothing currently in our hands. | |
virtual void | SetHandAnimator () |
virtual void | UpdateFromInputs () |
Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge. | |
virtual void | UpdateAnimimationStates () |
virtual bool | IsAnimatorGrabbable () |
Returns true if there is a valid animator and the held grabbable is set to use an Animation ID. | |
virtual void | UpdateHandPoser () |
virtual bool | IsHandPoserGrabbable () |
virtual void | UpdateHandPoserIdleState () |
virtual void | UpdateIndexFingerBlending () |
virtual bool | SetupPoseBlender () |
virtual HandPose | GetDefaultOpenPose () |
virtual HandPose | GetDefaultClosedPose () |
virtual void | EnableHandPoser () |
virtual void | EnableAutoPoser (bool continuous) |
virtual void | DisablePoseBlender () |
virtual void | DisableAutoPoser () |
virtual bool | IsAutoPoserGrabbable () |
virtual void | EnableHandAnimator () |
virtual void | DisableHandAnimator () |
virtual void | OnGrabberGrabbed (Grabbable grabbed) |
virtual void | UpdateCurrentHandPose () |
virtual void | OnGrabberReleased (Grabbable released) |
Public Attributes | |
Transform | HandAnchor |
bool | ResetHandAnchorPosition = true |
Animator | HandAnimator |
HandPoser | handPoser |
AutoPoser | autoPoser |
HandPoserType | IdlePoseType = HandPoserType.HandPoser |
bool | UseIndexFingerTracking = true |
float | HandAnimationSpeed = 20f |
How fast to Lerp the Layer Animations. | |
Grabber | grabber |
HandPose | HandPoseOverride |
float | GripAmount |
0 = Open Hand, 1 = Full Grip | |
float | PointAmount |
0 = Index Curled in, 1 = Pointing Finger | |
float | ThumbAmount |
0 = Thumb Down, 1 = Thumbs Up | |
int | PoseId |
GameObject | PreviousHeldObject |
bool | DoUpdateAnimationStates = true |
bool | DoUpdateHandPoser = true |
An example hand controller that sets animation values depending on Grabber state.
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Returns true if there is a valid animator and the held grabbable is set to use an Animation ID.
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Dropped our held item - nothing currently in our hands.
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void BNG.HandController.Update | ( | ) |
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Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge.
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AutoPoser BNG.HandController.autoPoser |
bool BNG.HandController.DoUpdateAnimationStates = true |
bool BNG.HandController.DoUpdateHandPoser = true |
Grabber BNG.HandController.grabber |
float BNG.HandController.GripAmount |
0 = Open Hand, 1 = Full Grip
Transform BNG.HandController.HandAnchor |
float BNG.HandController.HandAnimationSpeed = 20f |
How fast to Lerp the Layer Animations.
Animator BNG.HandController.HandAnimator |
HandPose BNG.HandController.HandPoseOverride |
HandPoser BNG.HandController.handPoser |
HandPoserType BNG.HandController.IdlePoseType = HandPoserType.HandPoser |
float BNG.HandController.PointAmount |
0 = Index Curled in, 1 = Pointing Finger
int BNG.HandController.PoseId |
GameObject BNG.HandController.PreviousHeldObject |
bool BNG.HandController.ResetHandAnchorPosition = true |
float BNG.HandController.ThumbAmount |
0 = Thumb Down, 1 = Thumbs Up
bool BNG.HandController.UseIndexFingerTracking = true |