VR Interaction Framework v2.0
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BNG.HandPoser Class Reference
Inheritance diagram for BNG.HandPoser:

Public Member Functions

void CheckForPoseChange ()
 
void OnPoseChanged ()
 
FingerJoint GetWristJoint ()
 
List< FingerJointGetThumbJoints ()
 
List< FingerJointGetIndexJoints ()
 
List< FingerJointGetMiddleJoints ()
 
List< FingerJointGetRingJoints ()
 
List< FingerJointGetPinkyJoints ()
 
List< FingerJointGetOtherJoints ()
 
int GetTotalJointsCount ()
 
Transform GetTip (List< Transform > transforms)
 
Transform GetThumbTip ()
 
Transform GetIndexTip ()
 
Transform GetMiddleTip ()
 
Transform GetRingTip ()
 
Transform GetPinkyTip ()
 
virtual List< FingerJointGetJointsFromTransforms (List< Transform > jointTransforms)
 
virtual FingerJoint GetJointFromTransform (Transform jointTransform)
 
virtual void UpdateHandPose (HandPose handPose, bool lerp)
 
virtual void UpdateHandPose (HandPoseDefinition pose, bool lerp)
 
virtual void UpdateJoint (FingerJoint fromJoint, Transform toTransform, bool doLerp, bool updatePosition, bool updateRotation)
 
virtual void UpdateJoint (FingerJoint fromJoint, Transform toTransform, float lerpAmount, bool updatePosition, bool updateRotation)
 
virtual void UpdateJoints (List< FingerJoint > joints, List< Transform > toTransforms, bool doLerp)
 
virtual void UpdateJoints (List< FingerJoint > joints, List< Transform > toTransforms, float lerpAmount)
 
virtual HandPoseDefinition GetHandPoseDefinition ()
 
virtual void SavePoseAsScriptablObject (string poseName)
 Saves the current hand configuration as a Unity Scriptable object Pose will be saved to the provided 'HandPosePath' (Typically within in a Resources folder) *Scriptable Objects can only be saved from within the UnityEditor.
 
virtual void CreateUniquePose (string poseName)
 Will create an original handpose with the specified PoseName. If the provided poseName is already taken, a number will be added to the name until a unique name is found. For example, if you provide the PoseName of "Default" and there are already two poses named "Default" and "Default 1", then a new pose named "Default 2" will be created.
 
virtual HandPose GetHandPoseScriptableObject ()
 
virtual void DoPoseUpdate ()
 
virtual void ResetEditorHandles ()
 

Static Public Member Functions

static Vector3 GetFingerTipPositionWithOffset (List< Transform > jointTransforms, float tipRadius)
 

Public Attributes

bool ShowGizmos = true
 
string ResourcePath = "Assets/BNG Framework/HandPoser/Poses/Resources/"
 
string PoseName = "Default"
 
HandPose CurrentPose
 
float AnimationSpeed = 15f
 
bool UpdateJointRotations = true
 
bool UpdateJointPositions = false
 
bool UpdateWristPosition = true
 
Transform WristJoint
 
List< Transform > ThumbJoints
 
List< Transform > IndexJoints
 
List< Transform > MiddleJoints
 
List< Transform > RingJoints
 
List< Transform > PinkyJoints
 
List< Transform > OtherJoints
 
bool ContinuousUpdate = false
 

Properties

HandPoseDefinition HandPoseJoints [get]
 

Member Function Documentation

◆ CheckForPoseChange()

void BNG.HandPoser.CheckForPoseChange ( )

◆ CreateUniquePose()

virtual void BNG.HandPoser.CreateUniquePose ( string  poseName)
virtual

Will create an original handpose with the specified PoseName. If the provided poseName is already taken, a number will be added to the name until a unique name is found. For example, if you provide the PoseName of "Default" and there are already two poses named "Default" and "Default 1", then a new pose named "Default 2" will be created.

Parameters
poseName

◆ DoPoseUpdate()

virtual void BNG.HandPoser.DoPoseUpdate ( )
virtual

◆ GetFingerTipPositionWithOffset()

static Vector3 BNG.HandPoser.GetFingerTipPositionWithOffset ( List< Transform >  jointTransforms,
float  tipRadius 
)
static

◆ GetHandPoseDefinition()

virtual HandPoseDefinition BNG.HandPoser.GetHandPoseDefinition ( )
virtual

◆ GetHandPoseScriptableObject()

virtual HandPose BNG.HandPoser.GetHandPoseScriptableObject ( )
virtual

◆ GetIndexJoints()

List< FingerJoint > BNG.HandPoser.GetIndexJoints ( )

◆ GetIndexTip()

Transform BNG.HandPoser.GetIndexTip ( )

◆ GetJointFromTransform()

virtual FingerJoint BNG.HandPoser.GetJointFromTransform ( Transform  jointTransform)
virtual

◆ GetJointsFromTransforms()

virtual List< FingerJoint > BNG.HandPoser.GetJointsFromTransforms ( List< Transform >  jointTransforms)
virtual

◆ GetMiddleJoints()

List< FingerJoint > BNG.HandPoser.GetMiddleJoints ( )

◆ GetMiddleTip()

Transform BNG.HandPoser.GetMiddleTip ( )

◆ GetOtherJoints()

List< FingerJoint > BNG.HandPoser.GetOtherJoints ( )

◆ GetPinkyJoints()

List< FingerJoint > BNG.HandPoser.GetPinkyJoints ( )

◆ GetPinkyTip()

Transform BNG.HandPoser.GetPinkyTip ( )

◆ GetRingJoints()

List< FingerJoint > BNG.HandPoser.GetRingJoints ( )

◆ GetRingTip()

Transform BNG.HandPoser.GetRingTip ( )

◆ GetThumbJoints()

List< FingerJoint > BNG.HandPoser.GetThumbJoints ( )

◆ GetThumbTip()

Transform BNG.HandPoser.GetThumbTip ( )

◆ GetTip()

Transform BNG.HandPoser.GetTip ( List< Transform >  transforms)

◆ GetTotalJointsCount()

int BNG.HandPoser.GetTotalJointsCount ( )

◆ GetWristJoint()

FingerJoint BNG.HandPoser.GetWristJoint ( )

◆ OnPoseChanged()

void BNG.HandPoser.OnPoseChanged ( )

◆ ResetEditorHandles()

virtual void BNG.HandPoser.ResetEditorHandles ( )
virtual

◆ SavePoseAsScriptablObject()

virtual void BNG.HandPoser.SavePoseAsScriptablObject ( string  poseName)
virtual

Saves the current hand configuration as a Unity Scriptable object Pose will be saved to the provided 'HandPosePath' (Typically within in a Resources folder) *Scriptable Objects can only be saved from within the UnityEditor.

Parameters
poseName
Returns

◆ UpdateHandPose() [1/2]

virtual void BNG.HandPoser.UpdateHandPose ( HandPose  handPose,
bool  lerp 
)
virtual

◆ UpdateHandPose() [2/2]

virtual void BNG.HandPoser.UpdateHandPose ( HandPoseDefinition  pose,
bool  lerp 
)
virtual

◆ UpdateJoint() [1/2]

virtual void BNG.HandPoser.UpdateJoint ( FingerJoint  fromJoint,
Transform  toTransform,
bool  doLerp,
bool  updatePosition,
bool  updateRotation 
)
virtual

◆ UpdateJoint() [2/2]

virtual void BNG.HandPoser.UpdateJoint ( FingerJoint  fromJoint,
Transform  toTransform,
float  lerpAmount,
bool  updatePosition,
bool  updateRotation 
)
virtual

◆ UpdateJoints() [1/2]

virtual void BNG.HandPoser.UpdateJoints ( List< FingerJoint joints,
List< Transform >  toTransforms,
bool  doLerp 
)
virtual

◆ UpdateJoints() [2/2]

virtual void BNG.HandPoser.UpdateJoints ( List< FingerJoint joints,
List< Transform >  toTransforms,
float  lerpAmount 
)
virtual

Member Data Documentation

◆ AnimationSpeed

float BNG.HandPoser.AnimationSpeed = 15f

◆ ContinuousUpdate

bool BNG.HandPoser.ContinuousUpdate = false

◆ CurrentPose

HandPose BNG.HandPoser.CurrentPose

◆ IndexJoints

List<Transform> BNG.HandPoser.IndexJoints

◆ MiddleJoints

List<Transform> BNG.HandPoser.MiddleJoints

◆ OtherJoints

List<Transform> BNG.HandPoser.OtherJoints

◆ PinkyJoints

List<Transform> BNG.HandPoser.PinkyJoints

◆ PoseName

string BNG.HandPoser.PoseName = "Default"

◆ ResourcePath

string BNG.HandPoser.ResourcePath = "Assets/BNG Framework/HandPoser/Poses/Resources/"

◆ RingJoints

List<Transform> BNG.HandPoser.RingJoints

◆ ShowGizmos

bool BNG.HandPoser.ShowGizmos = true

◆ ThumbJoints

List<Transform> BNG.HandPoser.ThumbJoints

◆ UpdateJointPositions

bool BNG.HandPoser.UpdateJointPositions = false

◆ UpdateJointRotations

bool BNG.HandPoser.UpdateJointRotations = true

◆ UpdateWristPosition

bool BNG.HandPoser.UpdateWristPosition = true

◆ WristJoint

Transform BNG.HandPoser.WristJoint

Property Documentation

◆ HandPoseJoints

HandPoseDefinition BNG.HandPoser.HandPoseJoints
get

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