VR Interaction Framework v2.0
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BNG.HandController Class Reference

An example hand controller that sets animation values depending on Grabber state. More...

Inheritance diagram for BNG.HandController:

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
 

Detailed Description

An example hand controller that sets animation values depending on Grabber state.

Member Function Documentation

◆ CheckForGrabChange()

virtual void BNG.HandController.CheckForGrabChange ( )
virtual

◆ DisableAutoPoser()

virtual void BNG.HandController.DisableAutoPoser ( )
virtual

◆ DisableHandAnimator()

virtual void BNG.HandController.DisableHandAnimator ( )
virtual

◆ DisablePoseBlender()

virtual void BNG.HandController.DisablePoseBlender ( )
virtual

◆ EnableAutoPoser()

virtual void BNG.HandController.EnableAutoPoser ( bool  continuous)
virtual

◆ EnableHandAnimator()

virtual void BNG.HandController.EnableHandAnimator ( )
virtual

◆ EnableHandPoser()

virtual void BNG.HandController.EnableHandPoser ( )
virtual

◆ GetDefaultClosedPose()

virtual HandPose BNG.HandController.GetDefaultClosedPose ( )
virtual

◆ GetDefaultOpenPose()

virtual HandPose BNG.HandController.GetDefaultOpenPose ( )
virtual

◆ HoldingObject()

virtual bool BNG.HandController.HoldingObject ( )
virtual

◆ IsAnimatorGrabbable()

virtual bool BNG.HandController.IsAnimatorGrabbable ( )
virtual

Returns true if there is a valid animator and the held grabbable is set to use an Animation ID.

Returns

◆ IsAutoPoserGrabbable()

virtual bool BNG.HandController.IsAutoPoserGrabbable ( )
virtual

◆ IsHandPoserGrabbable()

virtual bool BNG.HandController.IsHandPoserGrabbable ( )
virtual

◆ OnGrabberGrabbed()

virtual void BNG.HandController.OnGrabberGrabbed ( Grabbable  grabbed)
virtual

◆ OnGrabberReleased()

virtual void BNG.HandController.OnGrabberReleased ( Grabbable  released)
virtual

◆ OnGrabChange()

virtual void BNG.HandController.OnGrabChange ( GameObject  newlyHeldObject)
virtual

◆ OnGrabDrop()

virtual void BNG.HandController.OnGrabDrop ( )
virtual

Dropped our held item - nothing currently in our hands.

◆ SetHandAnimator()

virtual void BNG.HandController.SetHandAnimator ( )
virtual

◆ SetupPoseBlender()

virtual bool BNG.HandController.SetupPoseBlender ( )
virtual

◆ Update()

void BNG.HandController.Update ( )

◆ UpdateAnimimationStates()

virtual void BNG.HandController.UpdateAnimimationStates ( )
virtual

◆ UpdateCurrentHandPose()

virtual void BNG.HandController.UpdateCurrentHandPose ( )
virtual

◆ UpdateFromInputs()

virtual void BNG.HandController.UpdateFromInputs ( )
virtual

Update GripAmount, PointAmount, and ThumbAmount based raw input from InputBridge.

◆ UpdateHandPoser()

virtual void BNG.HandController.UpdateHandPoser ( )
virtual

◆ UpdateHandPoserIdleState()

virtual void BNG.HandController.UpdateHandPoserIdleState ( )
virtual

◆ UpdateHeldObjectState()

virtual void BNG.HandController.UpdateHeldObjectState ( )
virtual

◆ UpdateIdleState()

virtual void BNG.HandController.UpdateIdleState ( )
virtual

◆ UpdateIndexFingerBlending()

virtual void BNG.HandController.UpdateIndexFingerBlending ( )
virtual

Member Data Documentation

◆ autoPoser

AutoPoser BNG.HandController.autoPoser

◆ DoUpdateAnimationStates

bool BNG.HandController.DoUpdateAnimationStates = true

◆ DoUpdateHandPoser

bool BNG.HandController.DoUpdateHandPoser = true

◆ grabber

Grabber BNG.HandController.grabber

◆ GripAmount

float BNG.HandController.GripAmount

0 = Open Hand, 1 = Full Grip

◆ HandAnchor

Transform BNG.HandController.HandAnchor

◆ HandAnimationSpeed

float BNG.HandController.HandAnimationSpeed = 20f

How fast to Lerp the Layer Animations.

◆ HandAnimator

Animator BNG.HandController.HandAnimator

◆ HandPoseOverride

HandPose BNG.HandController.HandPoseOverride

◆ handPoser

HandPoser BNG.HandController.handPoser

◆ IdlePoseType

HandPoserType BNG.HandController.IdlePoseType = HandPoserType.HandPoser

◆ PointAmount

float BNG.HandController.PointAmount

0 = Index Curled in, 1 = Pointing Finger

◆ PoseId

int BNG.HandController.PoseId

◆ PreviousHeldObject

GameObject BNG.HandController.PreviousHeldObject

◆ ResetHandAnchorPosition

bool BNG.HandController.ResetHandAnchorPosition = true

◆ ThumbAmount

float BNG.HandController.ThumbAmount

0 = Thumb Down, 1 = Thumbs Up

◆ UseIndexFingerTracking

bool BNG.HandController.UseIndexFingerTracking = true

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