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void | CheckForPoseChange () |
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void | OnPoseChanged () |
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FingerJoint | GetWristJoint () |
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List< FingerJoint > | GetThumbJoints () |
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List< FingerJoint > | GetIndexJoints () |
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List< FingerJoint > | GetMiddleJoints () |
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List< FingerJoint > | GetRingJoints () |
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List< FingerJoint > | GetPinkyJoints () |
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List< FingerJoint > | GetOtherJoints () |
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int | GetTotalJointsCount () |
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Transform | GetTip (List< Transform > transforms) |
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Transform | GetThumbTip () |
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Transform | GetIndexTip () |
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Transform | GetMiddleTip () |
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Transform | GetRingTip () |
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Transform | GetPinkyTip () |
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virtual List< FingerJoint > | GetJointsFromTransforms (List< Transform > jointTransforms) |
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virtual FingerJoint | GetJointFromTransform (Transform jointTransform) |
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virtual void | UpdateHandPose (HandPose handPose, bool lerp) |
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virtual void | UpdateHandPose (HandPoseDefinition pose, bool lerp) |
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virtual void | UpdateJoint (FingerJoint fromJoint, Transform toTransform, bool doLerp, bool updatePosition, bool updateRotation) |
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virtual void | UpdateJoint (FingerJoint fromJoint, Transform toTransform, float lerpAmount, bool updatePosition, bool updateRotation) |
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virtual void | UpdateJoints (List< FingerJoint > joints, List< Transform > toTransforms, bool doLerp) |
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virtual void | UpdateJoints (List< FingerJoint > joints, List< Transform > toTransforms, float lerpAmount) |
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virtual HandPoseDefinition | GetHandPoseDefinition () |
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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.
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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.
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virtual HandPose | GetHandPoseScriptableObject () |
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virtual void | DoPoseUpdate () |
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virtual void | ResetEditorHandles () |
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◆ CheckForPoseChange()
void BNG.HandPoser.CheckForPoseChange |
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◆ CreateUniquePose()
virtual void BNG.HandPoser.CreateUniquePose |
( |
string |
poseName | ) |
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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
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◆ DoPoseUpdate()
virtual void BNG.HandPoser.DoPoseUpdate |
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virtual |
◆ GetFingerTipPositionWithOffset()
static Vector3 BNG.HandPoser.GetFingerTipPositionWithOffset |
( |
List< Transform > |
jointTransforms, |
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float |
tipRadius |
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) |
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static |
◆ GetHandPoseDefinition()
◆ GetHandPoseScriptableObject()
virtual HandPose BNG.HandPoser.GetHandPoseScriptableObject |
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virtual |
◆ GetIndexJoints()
◆ GetIndexTip()
Transform BNG.HandPoser.GetIndexTip |
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◆ GetJointFromTransform()
virtual FingerJoint BNG.HandPoser.GetJointFromTransform |
( |
Transform |
jointTransform | ) |
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virtual |
◆ GetJointsFromTransforms()
virtual List< FingerJoint > BNG.HandPoser.GetJointsFromTransforms |
( |
List< Transform > |
jointTransforms | ) |
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virtual |
◆ GetMiddleJoints()
◆ GetMiddleTip()
Transform BNG.HandPoser.GetMiddleTip |
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| ) |
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◆ GetOtherJoints()
◆ GetPinkyJoints()
◆ GetPinkyTip()
Transform BNG.HandPoser.GetPinkyTip |
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◆ GetRingJoints()
◆ GetRingTip()
Transform BNG.HandPoser.GetRingTip |
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◆ GetThumbJoints()
◆ GetThumbTip()
Transform BNG.HandPoser.GetThumbTip |
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| ) |
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◆ GetTip()
Transform BNG.HandPoser.GetTip |
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List< Transform > |
transforms | ) |
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◆ GetTotalJointsCount()
int BNG.HandPoser.GetTotalJointsCount |
( |
| ) |
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◆ GetWristJoint()
◆ OnPoseChanged()
void BNG.HandPoser.OnPoseChanged |
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| ) |
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◆ ResetEditorHandles()
virtual void BNG.HandPoser.ResetEditorHandles |
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| ) |
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virtual |
◆ SavePoseAsScriptablObject()
virtual void BNG.HandPoser.SavePoseAsScriptablObject |
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string |
poseName | ) |
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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
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- Returns
◆ UpdateHandPose() [1/2]
virtual void BNG.HandPoser.UpdateHandPose |
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HandPose |
handPose, |
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bool |
lerp |
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) |
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virtual |
◆ UpdateHandPose() [2/2]
◆ UpdateJoint() [1/2]
virtual void BNG.HandPoser.UpdateJoint |
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FingerJoint |
fromJoint, |
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Transform |
toTransform, |
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bool |
doLerp, |
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bool |
updatePosition, |
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bool |
updateRotation |
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) |
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virtual |
◆ UpdateJoint() [2/2]
virtual void BNG.HandPoser.UpdateJoint |
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FingerJoint |
fromJoint, |
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Transform |
toTransform, |
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float |
lerpAmount, |
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bool |
updatePosition, |
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bool |
updateRotation |
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) |
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virtual |
◆ UpdateJoints() [1/2]
virtual void BNG.HandPoser.UpdateJoints |
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List< FingerJoint > |
joints, |
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List< Transform > |
toTransforms, |
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bool |
doLerp |
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) |
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virtual |
◆ UpdateJoints() [2/2]
virtual void BNG.HandPoser.UpdateJoints |
( |
List< FingerJoint > |
joints, |
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List< Transform > |
toTransforms, |
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float |
lerpAmount |
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) |
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virtual |
◆ AnimationSpeed
float BNG.HandPoser.AnimationSpeed = 15f |
◆ ContinuousUpdate
bool BNG.HandPoser.ContinuousUpdate = false |
◆ 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 |
◆ HandPoseJoints
The documentation for this class was generated from the following file:
- C:/Projects/VR-Interaction-Framework/Assets/BNG Framework/HandPoser/Scripts/HandPoser.cs