Tanoda
Leap.Unity.Interaction.InteractionHand Class Reference
Inheritance diagram for Leap.Unity.Interaction.InteractionHand:
Leap.Unity.Interaction.InteractionController Leap.Unity.Interaction.IInternalInteractionController

Public Member Functions

void FillBones (Hand inHand)
 A utility function that sets a Hand object's bones based on this InteractionHand. Can be used to display a graphical hand that matches the physical one. More...
 
override Vector3 GetGraspPoint ()
 Returns approximately where the controller is grasping the currently-grasped InteractionBehaviour. Specifically, returns the average position of all grasping fingertips of the InteractionHand. More...
 
override void SwapGrasp (IInteractionBehaviour replacement)
 Seamlessly swap the currently grasped object for a replacement object. It will behave like the hand released the current object, and then grasped the new object. More...
 
- Public Member Functions inherited from Leap.Unity.Interaction.InteractionController
void NotifyObjectUnregistered (IInteractionBehaviour intObj)
 
void LockPrimaryHover (InteractionBehaviour intObj)
 Sets the argument interaction object to be the current primary hover of this interaction controller and locks the primary hover state of the interaction controller. primaryHoverLocked More...
 
void ClearHoverTracking ()
 Clears all hover tracking state and fires the hover-end callbacks immediately. If objects are still in the hover radius around this controller and the controller and manager are still active, HoverBegin callbacks will be invoked again on the next fixed frame. More...
 
void ClearHoverTrackingForObject (IInteractionBehaviour intObj)
 Clears the hover tracking state for an object and fires the hover-end callback for that object immediately. More...
 
void ClearPrimaryHoverTracking ()
 Clears primary hover tracking state for the current primary hovered object. More...
 
void EnableSoftContact ()
 
void DisableSoftContact ()
 
void NotifySoftContactCollisionEnter (ContactBone bone, IInteractionBehaviour intObj, Collider collider)
 
void NotifySoftContactCollisionExit (ContactBone bone, IInteractionBehaviour intObj, Collider collider)
 
void NotifyContactBoneCollisionEnter (ContactBone contactBone, IInteractionBehaviour interactionObj)
 
void NotifyContactBoneCollisionStay (ContactBone contactBone, IInteractionBehaviour interactionObj)
 
void NotifyContactBoneCollisionExit (ContactBone contactBone, IInteractionBehaviour interactionObj)
 
void ClearContactTracking ()
 Clears contact state for this controller and fires the appropriate ContactEnd callbacks on currently-contacted interaction objects immediately. More...
 
void ClearContactTrackingForObject (IInteractionBehaviour intObj)
 Clears contact state for the specified object and fires its ContactEnd callbacks immediately. More...
 
abstract Vector3 GetGraspPoint ()
 Returns approximately where the controller is grasping the currently grasped InteractionBehaviour. This method will print an error if the controller is not currently grasping an object. More...
 
bool TryGrasp (IInteractionBehaviour intObj)
 Checks if the provided interaction object can be grasped by this interaction controller in its current state. If so, the controller will initiate a grasp and this method will return true, otherwise this method returns false. More...
 
virtual void SwapGrasp (IInteractionBehaviour replacement)
 Seamlessly swap the currently grasped object for a replacement object. It will behave like the hand released the current object, and then grasped the new object. More...
 
bool ReleaseGrasp ()
 Releases the object this hand is holding and returns true if the hand was holding an object, or false if there was no object to release. The released object will dispatch OnGraspEnd() immediately. The hand is guaranteed not to be holding an object directly after this method is called. More...
 
bool ReleaseGrasp (out IInteractionBehaviour releasedObject)
 As ReleaseGrasp(), but also outputs the released object into releasedObject if the hand successfully released an object. More...
 
bool ReleaseObject (IInteractionBehaviour toRelease)
 Attempts to release this hand's object, but only if the argument object is the object currently grasped by this hand. If the hand was holding the argument object, returns true, otherwise returns false. More...
 
virtual void OnDrawRuntimeGizmos (RuntimeGizmoDrawer drawer)
 By default, this method will draw all of the colliders found in the contactBoneParent hierarchy, or draw the controller's soft contact representation when in soft contact mode. Optionally override this method to modify its behavior. More...
 
void FixedUpdateController ()
 
bool CheckHoverEnd (out HashSet< IInteractionBehaviour > hoverEndedObjects)
 
bool CheckHoverBegin (out HashSet< IInteractionBehaviour > hoverBeganObjects)
 
bool CheckHoverStay (out HashSet< IInteractionBehaviour > hoveredObjects)
 
bool CheckPrimaryHoverEnd (out IInteractionBehaviour primaryHoverEndedObject)
 
bool CheckPrimaryHoverBegin (out IInteractionBehaviour primaryHoverBeganObject)
 
bool CheckPrimaryHoverStay (out IInteractionBehaviour primaryHoveredObject)
 
bool CheckContactEnd (out HashSet< IInteractionBehaviour > contactEndedObjects)
 
bool CheckContactBegin (out HashSet< IInteractionBehaviour > contactBeganObjects)
 
bool CheckContactStay (out HashSet< IInteractionBehaviour > contactedObjects)
 
bool CheckGraspEnd (out IInteractionBehaviour releasedObject)
 
bool CheckGraspBegin (out IInteractionBehaviour newlyGraspedObject)
 
bool CheckGraspHold (out IInteractionBehaviour graspedObject)
 
bool CheckSuspensionBegin (out IInteractionBehaviour suspendedObject)
 
bool CheckSuspensionEnd (out IInteractionBehaviour resumedObject)
 

Public Attributes

bool[] enabledPrimaryHoverFingertips = new bool[5] { true, true, true, false, false }
 Set slots to true to consider the corresponding finger's fingertip for primary hover checks. 0 is the thumb, 1 is the index finger, etc. Generally speaking, enable the fingertips you'd like users to be able to use to choose and push a button, but keep in mind you pay distance check costs for each fingertip enabled! More...
 
Transform headTransform
 
- Public Attributes inherited from Leap.Unity.Interaction.InteractionController
InteractionManager manager
 
Action< InteractionBehaviourOnBeginPrimaryHoveringObject = (intObj) => { }
 Called when this InteractionController begins primarily hovering over an InteractionBehaviour. If the controller transitions to primarily hovering a new object, OnEndPrimaryHoveringObject will first be called on the old object, then OnBeginPrimaryHoveringObject will be called for the new object. More...
 
Action< InteractionBehaviourOnEndPrimaryHoveringObject = (intObj) => { }
 Called when this InteractionController stops primarily hovering over an InteractionBehaviour. If the controller transitions to primarily-hovering a new object, OnEndPrimaryHoveringObject will first be called on the old object, then OnBeginPrimaryHoveringObject will be called for the new object. More...
 
Action< InteractionBehaviourOnStayPrimaryHoveringObject = (intObj) => { }
 Called every (fixed) frame this InteractionController is primarily hovering over an InteractionBehaviour. More...
 
Action OnGraspBegin = () => { }
 Called when the InteractionController begins grasping an object. More...
 
Action OnGraspStay = () => { }
 Called while the InteractionController is grasping an object. More...
 
Action OnGraspEnd = () => { }
 Called when the InteractionController releases an object. More...
 
Action< InteractionControllerOnContactInitialized = (intCtrl) => { }
 Called when contact data is initialized. More...
 
Func< IInteractionBehaviour, bool > customHoverActivityFilter = null
 In addition to standard hover validity checks, you can set this filter property to further filter objects for hover consideration. Only objects for which this function returns true will be hover candidates (if the filter is not null). More...
 

Protected Member Functions

override void Reset ()
 
override void Start ()
 
override void onObjectUnregistered (IInteractionBehaviour intObj)
 This method is called by the InteractionController when it is notified by the InteractionManager that an InteractionBehaviour has been unregistered from the Interaction Engine. If your controller has any state that remembers or tracks interaction objects, this method should clear that state, because unregistered objects won't receive state updates or callbacks from this controller's Interaction Manager anymore. More...
 
override void fixedUpdateController ()
 Called just before the InteractionController proceeds with its usual FixedUpdate. More...
 
override void unwarpColliders (Transform primaryHoverPoint, ISpaceComponent warpedSpaceElement)
 Implementing this method is necessary to support curved spaces as rendered by a Leap Graphic Renderer. See InteractionHand for an example implementation. (Implementing this method is optional if you are not using a curved space as rendered by a Leap Graphic Renderer.) More...
 
override void getColliderBoneTargetPositionRotation (int contactBoneIndex, out Vector3 targetPosition, out Quaternion targetRotation)
 If your controller features no moving colliders relative to itself, simply return the desired position and rotation for the given indexed contact bone in the contactBones array. (For example, by recording the local position and local rotation of each contact bone in initContact()). More complex controllers, such as InteractionHand, uses this method to set ContactBone target positions and rotations based on the tracked Leap hand. More...
 
override bool initContact ()
 Called to initialize contact colliders. See remarks for implementation requirements. More...
 
override void onPreEnableSoftContact ()
 Optionally override this method to perform logic just before soft contact is enabled for this controller. More...
 
override void onPostDisableSoftContact ()
 Optionally override this method to perform logic just after soft contact is disabled for this controller. More...
 
override bool checkShouldGraspAtemporal (IInteractionBehaviour intObj)
 Attempts to manually initiate a grasp on the argument interaction object. A grasp will only begin if a finger and thumb are both in contact with the interaction object. If this method successfully initiates a grasp, it will return true, otherwise it will return false. More...
 
override void fixedUpdateGraspingState ()
 Called every fixed frame if grasping is enabled in the Interaction Manager. More...
 
override void onGraspedObjectForciblyReleased (IInteractionBehaviour objectToBeReleased)
 Optionally override this method to perform logic just before a grasped object is released because it is no longer eligible to be grasped by this controller or ReleaseGrasp() was manually called on the controller. More...
 
override bool checkShouldRelease (out IInteractionBehaviour objectToRelease)
 Returns whether this controller should release an object this fixed frame, and if so, sets objectToRelease to the object the controller should release. More...
 
override bool checkShouldGrasp (out IInteractionBehaviour objectToGrasp)
 Returns whether this controller should grasp an object this fixed frame, and if so, sets objectToGrasp to the object the controller should grasp. More...
 
- Protected Member Functions inherited from Leap.Unity.Interaction.InteractionController
virtual void Reset ()
 
virtual void OnEnable ()
 
virtual void Start ()
 
virtual void OnDisable ()
 
abstract void onObjectUnregistered (IInteractionBehaviour intObj)
 This method is called by the InteractionController when it is notified by the InteractionManager that an InteractionBehaviour has been unregistered from the Interaction Engine. If your controller has any state that remembers or tracks interaction objects, this method should clear that state, because unregistered objects won't receive state updates or callbacks from this controller's Interaction Manager anymore. More...
 
virtual void fixedUpdateController ()
 Called just before the InteractionController proceeds with its usual FixedUpdate. More...
 
abstract void unwarpColliders (Transform primaryHoverPoint, ISpaceComponent warpedSpaceElement)
 Implementing this method is necessary to support curved spaces as rendered by a Leap Graphic Renderer. See InteractionHand for an example implementation. (Implementing this method is optional if you are not using a curved space as rendered by a Leap Graphic Renderer.) More...
 
abstract bool initContact ()
 Called to initialize contact colliders. See remarks for implementation requirements. More...
 
abstract void getColliderBoneTargetPositionRotation (int contactBoneIndex, out Vector3 targetPosition, out Quaternion targetRotation)
 If your controller features no moving colliders relative to itself, simply return the desired position and rotation for the given indexed contact bone in the contactBones array. (For example, by recording the local position and local rotation of each contact bone in initContact()). More complex controllers, such as InteractionHand, uses this method to set ContactBone target positions and rotations based on the tracked Leap hand. More...
 
virtual void onPreEnableSoftContact ()
 Optionally override this method to perform logic just before soft contact is enabled for this controller. More...
 
virtual void onPostDisableSoftContact ()
 Optionally override this method to perform logic just after soft contact is disabled for this controller. More...
 
abstract bool checkShouldGraspAtemporal (IInteractionBehaviour intObj)
 Checks if the provided interaction object can be grasped by this interaction controller in its current state. If so, the controller will initiate a grasp and this method will return true, otherwise this method returns false. More...
 
abstract void fixedUpdateGraspingState ()
 Called every fixed frame if grasping is enabled in the Interaction Manager. More...
 
virtual void onGraspedObjectForciblyReleased (IInteractionBehaviour objectToBeReleased)
 Optionally override this method to perform logic just before a grasped object is released because it is no longer eligible to be grasped by this controller or ReleaseGrasp() was manually called on the controller. More...
 
abstract bool checkShouldGrasp (out IInteractionBehaviour objectToGrasp)
 Returns whether this controller should grasp an object this fixed frame, and if so, sets objectToGrasp to the object the controller should grasp. More...
 
abstract bool checkShouldRelease (out IInteractionBehaviour objectToRelease)
 Returns whether this controller should release an object this fixed frame, and if so, sets objectToRelease to the object the controller should release. More...
 

Properties

HandDataMode handDataMode [get, set]
 
LeapProvider leapProvider [get, set]
 If the hand data mode for this InteractionHand is set to Custom, you must also manually specify the provider from which to retrieve Leap frames containing hand data. More...
 
Func< Leap.Frame, Leap.HandhandAccessorFunc [get, set]
 If the hand data mode for this InteractionHand is set to Custom, you must manually specify how this InteractionHand should retrieve a specific Hand data object from a Leap frame. More...
 
override bool isTracked [get]
 Gets whether the underlying Leap hand is currently tracked. More...
 
override bool isBeingMoved [get]
 Gets whether the underlying Leap hand is currently being moved in worldspace. More...
 
Hand leapHand [get]
 Gets the last tracked state of the Leap hand. More...
 
override bool isLeft [get]
 Gets whether the underlying tracked Leap hand is a left hand. More...
 
override Vector3 position [get]
 Gets the last-tracked position of the underlying Leap hand. More...
 
override Quaternion rotation [get]
 Gets the last-tracked rotation of the underlying Leap hand. More...
 
override Vector3 velocity [get]
 Gets the velocity of the underlying tracked Leap hand. More...
 
override ControllerType controllerType [get]
 Gets the controller type of this InteractionControllerBase. InteractionHands are Interaction Engine controllers implemented over Leap hands. More...
 
override InteractionHand intHand [get]
 Returns this InteractionHand object. This property will be null if the InteractionControllerBase is not ControllerType.Hand. More...
 
override Vector3 hoverPoint [get]
 
override List< Transform > _primaryHoverPoints [get]
 
override ContactBone[] contactBones [get]
 
override GameObject contactBoneParent [get]
 
override List< Vector3 > graspManipulatorPoints [get]
 
HeuristicGrabClassifier grabClassifier [get]
 Handles logic determining whether a hand has grabbed or released an interaction object. More...
 
- Properties inherited from Leap.Unity.Interaction.InteractionController
bool hoverEnabled [get, set]
 
bool contactEnabled [get, set]
 
bool graspingEnabled [get, set]
 
abstract bool isTracked [get]
 Gets whether the underlying object (Leap hand or a held controller) is currently in a tracked state. Objects grasped by a controller that becomes untracked will become "suspended" and receive specific suspension callbacks. (Implementing any behaviour during the suspension state is left up to the developer, however.) More...
 
abstract bool isBeingMoved [get]
 Gets whether the underlying object (Leap hand or a held controller) is currently being moved or being actively manipulated by the player. More...
 
abstract bool isLeft [get]
 Gets whether the underlying object (Leap hand or a held controller) represents or is held by a left hand (true) or a right hand (false). More...
 
bool isRight [get]
 Gets whether the underlying object (Leap hand or a held controller) represents or is held by a right hand (true) or a left hand (false). More...
 
abstract Vector3 position [get]
 Returns the current position of this controller. More...
 
abstract Quaternion rotation [get]
 Returns the current rotation of this controller. More...
 
abstract Vector3 velocity [get]
 Returns the current velocity of this controller. More...
 
abstract ControllerType controllerType [get]
 Gets the type of controller this object represents underneath the InteractionController abstraction. If the type is ControllerType.Hand, the intHand property will contain the InteractionHand object this object abstracts from. More...
 
abstract InteractionHand intHand [get]
 If this InteractionController's controllerType is ControllerType.Hand, this gets the InteractionHand, otherwise this returns null. More...
 
float scale [get]
 Contact requires knowledge of the controller's scale. Non-uniformly scaled controllers are NOT supported. More...
 
ActivityManager< IInteractionBehaviourhoverActivityManager [get]
 
bool primaryHoverLocked [get, set]
 When set to true, locks the current primarily hovered object, even if the hand gets closer to a different object. More...
 
abstract Vector3 hoverPoint [get]
 Gets the current position to check against nearby objects for hovering. Position is only used if the controller is currently tracked. For example, InteractionHand returns the center of the palm of the underlying Leap hand. More...
 
ReadonlyHashSet< IInteractionBehaviourhoveredObjects [get]
 Returns a set of all Interaction objects currently hovered by this InteractionController. More...
 
abstract List< Transform > _primaryHoverPoints [get]
 
ReadonlyList< Transform > primaryHoverPoints [get]
 Gets the list of Transforms to consider against nearby objects to determine the closest object (primary hover) of this controller. More...
 
bool isPrimaryHovering [get]
 Gets whether the InteractionController is currently primarily hovering over any interaction object. More...
 
IInteractionBehaviour primaryHoveredObject [get]
 Gets the InteractionBehaviour that is currently this InteractionController's primary hovered object, if there is one. More...
 
float primaryHoverDistance [get]
 Gets the distance from the closest primary hover point on this controller to its primarily hovered object, if there are any. More...
 
Vector3 primaryHoveringPoint [get]
 Gets the position of the primary hovering point that is closest to its primary hovered object, if this controller has a primary hover. Otherwise, returns Vector3.zero. More...
 
int primaryHoveringPointIndex [get]
 Gets the index in the primaryHoverPoints array of the primary hover point that is currently closest to this controller's primary hover object. More...
 
ReadonlyHashSet< IInteractionBehaviourcontactingObjects [get]
 Gets the set of interaction objects that are currently touching this interaction controller. More...
 
float softContactDislocationDistance [get, set]
 
static PhysicMaterial defaultContactBoneMaterial [get]
 
bool _wasContactInitialized [get]
 
abstract ContactBone[] contactBones [get]
 
abstract GameObject contactBoneParent [get]
 
bool softContactEnabled [get]
 
bool isGraspingObject [get]
 Gets whether the controller is currently grasping an object. More...
 
IInteractionBehaviour graspedObject [get]
 Gets the object the controller is currently grasping, or null if there is no such object. More...
 
ReadonlyHashSet< IInteractionBehaviourgraspCandidates [get]
 Gets the set of objects currently considered graspable. More...
 
abstract List< Vector3 > graspManipulatorPoints [get]
 Gets the points of the controller to add to the calculation to determine how held objects should move as the controller moves. Interaction Controllers utilize the Kabsch algorithm to determine this, which is most noticeable when using Leap hands via InteractionHands to manipulate held objects. Rigid controllers may simply return a single rigid point on the controller. Refer to InteractionHand for a reference implementation for dynamic controllers (e.g. hands). More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Leap.Unity.Interaction.InteractionController
static float GetHoverDistance (Vector3 hoverPoint, IInteractionBehaviour behaviour)
 Returns the hover distance from the hoverPoint to the specified object, automatically accounting for ISpaceComponent warping if necessary. More...
 
static Vector3 TransformPoint (Vector3 worldPoint, ISpaceComponent element)
 Applies the spatial warping of the provided ISpaceComponent to a world-space point. More...
 
static void ReleaseGrasps (IInteractionBehaviour graspedObj, ReadonlyHashSet< InteractionController > controllers)
 Helper static method for forcing multiple controllers to release their grasps on a single object simultaneously. All of the provided controllers must be grasping the argument interaction object. More...
 
- Static Protected Member Functions inherited from Leap.Unity.Interaction.InteractionController
static void drawHoverPoint (RuntimeGizmoDrawer drawer, Vector3 pos)
 
static void drawPrimaryHoverPoint (RuntimeGizmoDrawer drawer, Vector3 pos)
 
- Protected Attributes inherited from Leap.Unity.Interaction.InteractionController
float lastObjectTouchedAdjustedMassMass = 0.2f
 
- Static Protected Attributes inherited from Leap.Unity.Interaction.InteractionController
const float DEAD_ZONE_FRACTION = 0.04F
 

Detailed Description

Definition at line 25 of file InteractionHand.cs.

Member Function Documentation

◆ checkShouldGrasp()

override bool Leap.Unity.Interaction.InteractionHand.checkShouldGrasp ( out IInteractionBehaviour  objectToGrasp)
protectedvirtual

Returns whether this controller should grasp an object this fixed frame, and if so, sets objectToGrasp to the object the controller should grasp.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 738 of file InteractionHand.cs.

◆ checkShouldGraspAtemporal()

override bool Leap.Unity.Interaction.InteractionHand.checkShouldGraspAtemporal ( IInteractionBehaviour  intObj)
protectedvirtual

Attempts to manually initiate a grasp on the argument interaction object. A grasp will only begin if a finger and thumb are both in contact with the interaction object. If this method successfully initiates a grasp, it will return true, otherwise it will return false.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 700 of file InteractionHand.cs.

◆ checkShouldRelease()

override bool Leap.Unity.Interaction.InteractionHand.checkShouldRelease ( out IInteractionBehaviour  objectToRelease)
protectedvirtual

Returns whether this controller should release an object this fixed frame, and if so, sets objectToRelease to the object the controller should release.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 734 of file InteractionHand.cs.

◆ FillBones()

void Leap.Unity.Interaction.InteractionHand.FillBones ( Hand  inHand)

A utility function that sets a Hand object's bones based on this InteractionHand. Can be used to display a graphical hand that matches the physical one.

Definition at line 597 of file InteractionHand.cs.

◆ fixedUpdateController()

override void Leap.Unity.Interaction.InteractionHand.fixedUpdateController ( )
protectedvirtual

Called just before the InteractionController proceeds with its usual FixedUpdate.

It's generally better to override this method instead of having your InteractionController implement FixedUpdate because its execution order relative to the Interaction Manager is fixed.

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 287 of file InteractionHand.cs.

◆ fixedUpdateGraspingState()

override void Leap.Unity.Interaction.InteractionHand.fixedUpdateGraspingState ( )
protectedvirtual

Called every fixed frame if grasping is enabled in the Interaction Manager.

graspActivityManager.ActiveObjects will contain objects around the hoverPoint within the grasping radius – in other words, objects eligible to be grasped by the controller. Refer to it to avoid checking grasp eligibility against all graspable objects in your scene.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 725 of file InteractionHand.cs.

◆ getColliderBoneTargetPositionRotation()

override void Leap.Unity.Interaction.InteractionHand.getColliderBoneTargetPositionRotation ( int  contactBoneIndex,
out Vector3  targetPosition,
out Quaternion  targetRotation 
)
protectedvirtual

If your controller features no moving colliders relative to itself, simply return the desired position and rotation for the given indexed contact bone in the contactBones array. (For example, by recording the local position and local rotation of each contact bone in initContact()). More complex controllers, such as InteractionHand, uses this method to set ContactBone target positions and rotations based on the tracked Leap hand.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 392 of file InteractionHand.cs.

◆ GetGraspPoint()

override Vector3 Leap.Unity.Interaction.InteractionHand.GetGraspPoint ( )
virtual

Returns approximately where the controller is grasping the currently-grasped InteractionBehaviour. Specifically, returns the average position of all grasping fingertips of the InteractionHand.

This method will print an error if the hand is not currently grasping an object.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 673 of file InteractionHand.cs.

◆ initContact()

override bool Leap.Unity.Interaction.InteractionHand.initContact ( )
protectedvirtual

Called to initialize contact colliders. See remarks for implementation requirements.

initContact() should:

  • Return false at any time if initialization cannot be performed.
  • Ensure the "contactBones" property returns all contact colliders.
    • (Construct contact colliders if they don't already exist.)
  • Ensure the "contactBoneParent" property returns the common parent of all contact colliders.
    • (Construct the contact bone parent if it doesn't already exist.)
  • Return true if initialization was successful.

Contact will only begin updating after initialization succeeds, otherwise it will try to initialize again on the next fixed frame.

After initialization, the contact bone parent's layer will be set to the Interaction Manager's contactBoneLayer.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 402 of file InteractionHand.cs.

◆ onGraspedObjectForciblyReleased()

override void Leap.Unity.Interaction.InteractionHand.onGraspedObjectForciblyReleased ( IInteractionBehaviour  objectToBeReleased)
protectedvirtual

Optionally override this method to perform logic just before a grasped object is released because it is no longer eligible to be grasped by this controller or ReleaseGrasp() was manually called on the controller.

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 730 of file InteractionHand.cs.

◆ onObjectUnregistered()

override void Leap.Unity.Interaction.InteractionHand.onObjectUnregistered ( IInteractionBehaviour  intObj)
protectedvirtual

This method is called by the InteractionController when it is notified by the InteractionManager that an InteractionBehaviour has been unregistered from the Interaction Engine. If your controller has any state that remembers or tracks interaction objects, this method should clear that state, because unregistered objects won't receive state updates or callbacks from this controller's Interaction Manager anymore.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 283 of file InteractionHand.cs.

◆ onPostDisableSoftContact()

override void Leap.Unity.Interaction.InteractionHand.onPostDisableSoftContact ( )
protectedvirtual

Optionally override this method to perform logic just after soft contact is disabled for this controller.

The InteractionHand implementation takes the opportunity to reset its contact bone's joints, which my have initialized slightly out of alignment on initial construction.

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 415 of file InteractionHand.cs.

◆ onPreEnableSoftContact()

override void Leap.Unity.Interaction.InteractionHand.onPreEnableSoftContact ( )
protectedvirtual

Optionally override this method to perform logic just before soft contact is enabled for this controller.

The InteractionHand implementation takes the opportunity to reset its contact bone's joints, which may have initialized slightly out of alignment on initial construction.

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 411 of file InteractionHand.cs.

◆ Reset()

override void Leap.Unity.Interaction.InteractionHand.Reset ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 114 of file InteractionHand.cs.

◆ Start()

override void Leap.Unity.Interaction.InteractionHand.Start ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 120 of file InteractionHand.cs.

◆ SwapGrasp()

override void Leap.Unity.Interaction.InteractionHand.SwapGrasp ( IInteractionBehaviour  replacement)
virtual

Seamlessly swap the currently grasped object for a replacement object. It will behave like the hand released the current object, and then grasped the new object.

This method will not teleport the replacement object or move it in any way, it will just cause it to be grasped. That means that you will be responsible for moving the replacement object into a reasonable position for it to be grasped.

Reimplemented from Leap.Unity.Interaction.InteractionController.

Definition at line 717 of file InteractionHand.cs.

◆ unwarpColliders()

override void Leap.Unity.Interaction.InteractionHand.unwarpColliders ( Transform  primaryHoverPoint,
ISpaceComponent  warpedSpaceElement 
)
protectedvirtual

Implementing this method is necessary to support curved spaces as rendered by a Leap Graphic Renderer. See InteractionHand for an example implementation. (Implementing this method is optional if you are not using a curved space as rendered by a Leap Graphic Renderer.)

Warps the collider transforms of this controller by the inverse of the transformation that is applied on the provided warpedSpaceElement, using the primaryHoverPoint as the pivot transform for the transformation.

ITransformer.WorldSpaceUnwarp is a useful method here. (ISpaceComponents contain references to their transformers via their anchors.)

ISpaceComponents denote game objects whose visual positions are warped from rectilinear (non-warped) space into a curved space (via, for example, a LeapCylindricalSpace, which can only be rendered correctly by the Leap Graphic Renderer). This method reverses that transformation for the hand, bringing it into the object's rectilinear space, allowing objects curved in this way to correctly collide with the bones in the hand or collider of a held controller.

The provided Transform is the closest primary hover point to any given primary hover candidate, so it is used as the pivot point for unwarping the colliders of this InteractionController.

Implements Leap.Unity.Interaction.InteractionController.

Definition at line 350 of file InteractionHand.cs.

Member Data Documentation

◆ enabledPrimaryHoverFingertips

bool [] Leap.Unity.Interaction.InteractionHand.enabledPrimaryHoverFingertips = new bool[5] { true, true, true, false, false }

Set slots to true to consider the corresponding finger's fingertip for primary hover checks. 0 is the thumb, 1 is the index finger, etc. Generally speaking, enable the fingertips you'd like users to be able to use to choose and push a button, but keep in mind you pay distance check costs for each fingertip enabled!

Definition at line 54 of file InteractionHand.cs.

◆ headTransform

Transform Leap.Unity.Interaction.InteractionHand.headTransform

Definition at line 109 of file InteractionHand.cs.

Property Documentation

◆ _primaryHoverPoints

override List<Transform> Leap.Unity.Interaction.InteractionHand._primaryHoverPoints
getprotected

Definition at line 318 of file InteractionHand.cs.

◆ contactBoneParent

override GameObject Leap.Unity.Interaction.InteractionHand.contactBoneParent
getprotected

Definition at line 384 of file InteractionHand.cs.

◆ contactBones

override ContactBone [] Leap.Unity.Interaction.InteractionHand.contactBones
get

Definition at line 379 of file InteractionHand.cs.

◆ controllerType

override ControllerType Leap.Unity.Interaction.InteractionHand.controllerType
get

Gets the controller type of this InteractionControllerBase. InteractionHands are Interaction Engine controllers implemented over Leap hands.

Definition at line 271 of file InteractionHand.cs.

◆ grabClassifier

HeuristicGrabClassifier Leap.Unity.Interaction.InteractionHand.grabClassifier
get

Handles logic determining whether a hand has grabbed or released an interaction object.

Definition at line 658 of file InteractionHand.cs.

◆ graspManipulatorPoints

override List<Vector3> Leap.Unity.Interaction.InteractionHand.graspManipulatorPoints
get

Definition at line 628 of file InteractionHand.cs.

◆ handAccessorFunc

Func<Leap.Frame, Leap.Hand> Leap.Unity.Interaction.InteractionHand.handAccessorFunc
getset

If the hand data mode for this InteractionHand is set to Custom, you must manually specify how this InteractionHand should retrieve a specific Hand data object from a Leap frame.

Definition at line 85 of file InteractionHand.cs.

◆ handDataMode

HandDataMode Leap.Unity.Interaction.InteractionHand.handDataMode
getset

Definition at line 40 of file InteractionHand.cs.

◆ hoverPoint

override Vector3 Leap.Unity.Interaction.InteractionHand.hoverPoint
get

Definition at line 305 of file InteractionHand.cs.

◆ intHand

override InteractionHand Leap.Unity.Interaction.InteractionHand.intHand
get

Returns this InteractionHand object. This property will be null if the InteractionControllerBase is not ControllerType.Hand.

Definition at line 279 of file InteractionHand.cs.

◆ isBeingMoved

override bool Leap.Unity.Interaction.InteractionHand.isBeingMoved
get

Gets whether the underlying Leap hand is currently being moved in worldspace.

Definition at line 216 of file InteractionHand.cs.

◆ isLeft

override bool Leap.Unity.Interaction.InteractionHand.isLeft
get

Gets whether the underlying tracked Leap hand is a left hand.

Definition at line 233 of file InteractionHand.cs.

◆ isTracked

override bool Leap.Unity.Interaction.InteractionHand.isTracked
get

Gets whether the underlying Leap hand is currently tracked.

Definition at line 211 of file InteractionHand.cs.

◆ leapHand

Hand Leap.Unity.Interaction.InteractionHand.leapHand
get

Gets the last tracked state of the Leap hand.

Note for those using the Leap Graphical Renderer: If the hand required warping due to the nearby presence of an object in warped (curved) space, this will return the hand as warped from that object's curved space into the rectilinear space containing its colliders. This is only relevant if you are using the Leap Graphical Renderer to render curved, interactive objects.

Definition at line 227 of file InteractionHand.cs.

◆ leapProvider

LeapProvider Leap.Unity.Interaction.InteractionHand.leapProvider
getset

If the hand data mode for this InteractionHand is set to Custom, you must also manually specify the provider from which to retrieve Leap frames containing hand data.

Definition at line 64 of file InteractionHand.cs.

◆ position

override Vector3 Leap.Unity.Interaction.InteractionHand.position
get

Gets the last-tracked position of the underlying Leap hand.

Definition at line 249 of file InteractionHand.cs.

◆ rotation

override Quaternion Leap.Unity.Interaction.InteractionHand.rotation
get

Gets the last-tracked rotation of the underlying Leap hand.

Definition at line 256 of file InteractionHand.cs.

◆ velocity

override Vector3 Leap.Unity.Interaction.InteractionHand.velocity
get

Gets the velocity of the underlying tracked Leap hand.

Definition at line 263 of file InteractionHand.cs.


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