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void | RegisterInteractionBehaviour (IInteractionBehaviour interactionObj) |
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bool | UnregisterInteractionBehaviour (IInteractionBehaviour interactionObj) |
| Returns true if the Interaction Behaviour was registered with this manager; otherwise returns false. The manager is guaranteed not to have the Interaction Behaviour registered after calling this method. More...
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bool | IsBehaviourRegistered (IInteractionBehaviour interactionObj) |
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void | TransformAheadByFixedUpdate (Vector3 position, Quaternion rotation, out Vector3 newPosition, out Quaternion newRotation) |
| Transforms a position and rotation ahead by one FixedUpdate based on the prior motion of the InteractionManager. More...
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void | TransformAheadByFixedUpdate (Vector3 position, out Vector3 newPosition) |
| Transforms a position ahead by one FixedUpdate based on the prior motion (position AND rotation) of the InteractionManager. More...
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int | GetInteractionLayerMask () |
| Returns a layer mask containing all layers that might contain interaction objects. More...
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void | OnDrawRuntimeGizmos (RuntimeGizmoDrawer drawer) |
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void | NotifyIntObjAddedInteractionLayer (IInteractionBehaviour intObj, int layer, bool refreshImmediately=true) |
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void | NotifyIntObjRemovedInteractionLayer (IInteractionBehaviour intObj, int layer, bool refreshImmediately=true) |
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void | NotifyIntObjAddedNoContactLayer (IInteractionBehaviour intObj, int layer, bool refreshImmediately=true) |
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void | NotifyIntObjRemovedNoContactLayer (IInteractionBehaviour intObj, int layer, bool refreshImmediately=true) |
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void | RefreshLayersNow () |
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void | OnDrawRuntimeGizmos (RuntimeGizmoDrawer drawer) |
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Definition at line 24 of file InteractionManager.cs.
◆ MultiGraspHoldingMode
◆ generateAutomaticLayers()
void Leap.Unity.Interaction.InteractionManager.generateAutomaticLayers |
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protected |
◆ GetInteractionLayerMask()
int Leap.Unity.Interaction.InteractionManager.GetInteractionLayerMask |
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Returns a layer mask containing all layers that might contain interaction objects.
Definition at line 911 of file InteractionManager.cs.
◆ IsBehaviourRegistered()
bool Leap.Unity.Interaction.InteractionManager.IsBehaviourRegistered |
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IInteractionBehaviour |
interactionObj | ) |
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◆ OnDrawRuntimeGizmos()
void Leap.Unity.Interaction.InteractionManager.OnDrawRuntimeGizmos |
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RuntimeGizmoDrawer |
drawer | ) |
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◆ RegisterInteractionBehaviour()
void Leap.Unity.Interaction.InteractionManager.RegisterInteractionBehaviour |
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IInteractionBehaviour |
interactionObj | ) |
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◆ TransformAheadByFixedUpdate() [1/2]
void Leap.Unity.Interaction.InteractionManager.TransformAheadByFixedUpdate |
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Vector3 |
position, |
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out Vector3 |
newPosition |
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) |
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Transforms a position ahead by one FixedUpdate based on the prior motion (position AND rotation) of the InteractionManager.
This method is used to support having the player in a moving frame of reference.
Definition at line 794 of file InteractionManager.cs.
◆ TransformAheadByFixedUpdate() [2/2]
void Leap.Unity.Interaction.InteractionManager.TransformAheadByFixedUpdate |
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Vector3 |
position, |
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Quaternion |
rotation, |
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out Vector3 |
newPosition, |
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out Quaternion |
newRotation |
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) |
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Transforms a position and rotation ahead by one FixedUpdate based on the prior motion of the InteractionManager.
This method is used to support having the player in a moving frame of reference.
Definition at line 781 of file InteractionManager.cs.
◆ UnregisterInteractionBehaviour()
bool Leap.Unity.Interaction.InteractionManager.UnregisterInteractionBehaviour |
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IInteractionBehaviour |
interactionObj | ) |
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Returns true if the Interaction Behaviour was registered with this manager; otherwise returns false. The manager is guaranteed not to have the Interaction Behaviour registered after calling this method.
Definition at line 737 of file InteractionManager.cs.
◆ _autoGenerateLayers
bool Leap.Unity.Interaction.InteractionManager._autoGenerateLayers = true |
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protected |
◆ _contactBoneLayer
SingleLayer Leap.Unity.Interaction.InteractionManager._contactBoneLayer = 0 |
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protected |
◆ _interactionLayer
SingleLayer Leap.Unity.Interaction.InteractionManager._interactionLayer = 0 |
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protected |
◆ _interactionNoContactLayer
SingleLayer Leap.Unity.Interaction.InteractionManager._interactionNoContactLayer = 0 |
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protected |
◆ _softContactOriginalVelocities
Stores data for implementing Soft Contact for interaction controllers.
Definition at line 815 of file InteractionManager.cs.
◆ _softContacts
Stores data for implementing Soft Contact for interaction controllers.
Definition at line 808 of file InteractionManager.cs.
◆ _templateLayer
SingleLayer Leap.Unity.Interaction.InteractionManager._templateLayer = 0 |
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protected |
◆ hoverActivationRadius
float Leap.Unity.Interaction.InteractionManager.hoverActivationRadius = 0.2F |
◆ multiGraspHoldingMode
◆ OnGraphicalUpdate
Action Leap.Unity.Interaction.InteractionManager.OnGraphicalUpdate = () => { } |
◆ OnPostPhysicalUpdate
Action Leap.Unity.Interaction.InteractionManager.OnPostPhysicalUpdate = () => { } |
◆ OnPrePhysicalUpdate
Action Leap.Unity.Interaction.InteractionManager.OnPrePhysicalUpdate = () => { } |
◆ touchActivationRadius
float Leap.Unity.Interaction.InteractionManager.touchActivationRadius = 0.075F |
◆ autoGenerateLayers
bool Leap.Unity.Interaction.InteractionManager.autoGenerateLayers |
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get |
◆ contactBoneBodies
Dictionary<Rigidbody, ContactBone> Leap.Unity.Interaction.InteractionManager.contactBoneBodies |
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get |
◆ contactBoneLayer
SingleLayer Leap.Unity.Interaction.InteractionManager.contactBoneLayer |
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get |
◆ hasMovingFrameOfReference
bool Leap.Unity.Interaction.InteractionManager.hasMovingFrameOfReference |
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get |
◆ instance
Often, only one InteractionManager is necessary per Unity scene. This property will contain that InteractionManager as soon as its Awake() method is called. Using more than one InteractionManager is valid, but be sure to assign any InteractionBehaviour's desired manager appropriately.
By default, this static property contains the first InteractionManager that has had its Awake() method called in the current scene. If an InteractionBehaviourBase does not have a non-null interactionManager by the time it has Start() called, it will default to using the InteractionManager referenced here.
If you have multiple InteractionManagers in your scene, you should be sure to assign InteractionBehaviours' managers appropriately. If you instantiate an InteractionBehaviour at runtime, you should assign its InteractionManager right after you instantiate it.
Definition at line 213 of file InteractionManager.cs.
◆ interactionControllers
◆ interactionLayer
SingleLayer Leap.Unity.Interaction.InteractionManager.interactionLayer |
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get |
◆ interactionNoContactLayer
SingleLayer Leap.Unity.Interaction.InteractionManager.interactionNoContactLayer |
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get |
◆ interactionObjectBodies
Dictionary<Rigidbody, IInteractionBehaviour> Leap.Unity.Interaction.InteractionManager.interactionObjectBodies |
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get |
Maps a Rigidbody to its attached interaction object, if the Rigidbody is part of and interaction object.
Definition at line 169 of file InteractionManager.cs.
◆ interactionObjects
◆ SimulationScale
float Leap.Unity.Interaction.InteractionManager.SimulationScale |
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get |
A scale that can be used to appropriately transform distances that otherwise expect one Unity unit to correspond to one meter.
Definition at line 149 of file InteractionManager.cs.
◆ templateLayer
SingleLayer Leap.Unity.Interaction.InteractionManager.templateLayer |
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get |
◆ WorldHoverActivationRadius
float Leap.Unity.Interaction.InteractionManager.WorldHoverActivationRadius |
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get |
Interaction objects further than this distance from a given controller's hover point will not be considered for any hover interactions with that controller.
Definition at line 136 of file InteractionManager.cs.
◆ WorldTouchActivationRadius
float Leap.Unity.Interaction.InteractionManager.WorldTouchActivationRadius |
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get |
Interaction objects further than this distance from a given controller's hover point will not be considered for any contact or grasping interactions with that controller.
Definition at line 143 of file InteractionManager.cs.
The documentation for this class was generated from the following file: