Tanoda
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Contact Bones store data for the colliders and rigidbodies in each bone of the contact-related representation of an InteractionController. They also notify the InteractionController of collisions for further processing. More...
Public Attributes | |
InteractionController | interactionController |
ContactBones minimally require references to their InteractionControllerBase, their Rigidbody, and strictly one (1) collider. More... | |
Rigidbody | rigidbody |
The Rigidbody of this ContactBone. This field must not be null for the ContactBone to work correctly. More... | |
Collider | collider |
The Collider of this ContactBone. This field must not be null for the ContactBone to work correctly. More... | |
InteractionHand | interactionHand |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field. More... | |
FixedJoint | joint |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field. More... | |
FixedJoint | metacarpalJoint |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field. More... | |
Vector3 | lastTargetPosition |
ContactBones remember their last target position; interaction controllers use this to know when to switch to soft contact mode. More... | |
float | _lastObjectTouchedAdjustedMass |
Properties | |
float | width [get] |
Soft contact logic requires knowing the "width" of a ContactBone along its axis. More... | |
Contact Bones store data for the colliders and rigidbodies in each bone of the contact-related representation of an InteractionController. They also notify the InteractionController of collisions for further processing.
To correctly initialize a newly-constructed ContactBone, you must set its interactionController, body, and collider.
Definition at line 24 of file ContactBone.cs.
float Leap.Unity.Interaction.ContactBone._lastObjectTouchedAdjustedMass |
Definition at line 107 of file ContactBone.cs.
Collider Leap.Unity.Interaction.ContactBone.collider |
The Collider of this ContactBone. This field must not be null for the ContactBone to work correctly.
Definition at line 49 of file ContactBone.cs.
InteractionController Leap.Unity.Interaction.ContactBone.interactionController |
ContactBones minimally require references to their InteractionControllerBase, their Rigidbody, and strictly one (1) collider.
Definition at line 30 of file ContactBone.cs.
InteractionHand Leap.Unity.Interaction.ContactBone.interactionHand |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field.
Definition at line 87 of file ContactBone.cs.
FixedJoint Leap.Unity.Interaction.ContactBone.joint |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field.
Definition at line 93 of file ContactBone.cs.
Vector3 Leap.Unity.Interaction.ContactBone.lastTargetPosition |
ContactBones remember their last target position; interaction controllers use this to know when to switch to soft contact mode.
Definition at line 105 of file ContactBone.cs.
FixedJoint Leap.Unity.Interaction.ContactBone.metacarpalJoint |
InteractionHands use ContactBones to store additional, hand-specific data. Other InteractionControllerBase implementors need not set this field.
Definition at line 99 of file ContactBone.cs.
Rigidbody Leap.Unity.Interaction.ContactBone.rigidbody |
The Rigidbody of this ContactBone. This field must not be null for the ContactBone to work correctly.
Definition at line 40 of file ContactBone.cs.
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get |
Soft contact logic requires knowing the "width" of a ContactBone along its axis.
Definition at line 54 of file ContactBone.cs.