Tanoda
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Classes | |
class | GizmoColors |
Public Member Functions | |
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) |
Static Public Member Functions | |
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... | |
Public Attributes | |
InteractionManager | manager |
Action< InteractionBehaviour > | OnBeginPrimaryHoveringObject = (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< InteractionBehaviour > | OnEndPrimaryHoveringObject = (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< InteractionBehaviour > | OnStayPrimaryHoveringObject = (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< InteractionController > | OnContactInitialized = (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 | |
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... | |
Static Protected Member Functions | |
static void | drawHoverPoint (RuntimeGizmoDrawer drawer, Vector3 pos) |
static void | drawPrimaryHoverPoint (RuntimeGizmoDrawer drawer, Vector3 pos) |
Protected Attributes | |
float | lastObjectTouchedAdjustedMassMass = 0.2f |
Static Protected Attributes | |
const float | DEAD_ZONE_FRACTION = 0.04F |
Properties | |
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< IInteractionBehaviour > | hoverActivityManager [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< IInteractionBehaviour > | hoveredObjects [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< IInteractionBehaviour > | contactingObjects [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< IInteractionBehaviour > | graspCandidates [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... | |
Definition at line 38 of file InteractionController.cs.
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protectedpure virtual |
Returns whether this controller should grasp an object this fixed frame, and if so, sets objectToGrasp to the object the controller should grasp.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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protectedpure virtual |
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.
This method is useful if the controller requires conditions to initiate a grasp that differ from the conditions necessary to maintain a grasp after it has been initiated. This method allows a grasp to occur if certain initiation conditions are not met, such as the motion of a hand's fingers towards the palm, but if the grasp holding conditions are met, such as the penetration of a hand's fingers inside the interaction object.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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protectedpure virtual |
Returns whether this controller should release an object this fixed frame, and if so, sets objectToRelease to the object the controller should release.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
void Leap.Unity.Interaction.InteractionController.ClearContactTracking | ( | ) |
Clears contact state for this controller and fires the appropriate ContactEnd callbacks on currently-contacted interaction objects immediately.
If the controller is still contacting objects and it and its manager are still active, contact will begin anew on the next fixed frame.
Definition at line 1485 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.ClearContactTrackingForObject | ( | IInteractionBehaviour | intObj | ) |
Clears contact state for the specified object and fires its ContactEnd callbacks immediately.
If the controller is still contacting the object and it and its manager are still active, contact will begin anew on the next fixed frame.
Definition at line 1515 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.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.
Definition at line 619 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.ClearHoverTrackingForObject | ( | IInteractionBehaviour | intObj | ) |
Clears the hover tracking state for an object and fires the hover-end callback for that object immediately.
If the object is still in the hover radius of this controller and the controller and manager are still active, the hover will begin anew on the next fixed frame.
Definition at line 653 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.ClearPrimaryHoverTracking | ( | ) |
Clears primary hover tracking state for the current primary hovered object.
If the current primary hover is still the most eligible hovered object and this controller and its manager are still active, primary hover will begin anew on the next fixed frame.
Definition at line 749 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.DisableSoftContact | ( | ) |
Definition at line 1333 of file InteractionController.cs.
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staticprotected |
Definition at line 2099 of file InteractionController.cs.
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staticprotected |
Definition at line 2104 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.EnableSoftContact | ( | ) |
Definition at line 1309 of file InteractionController.cs.
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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 in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
Definition at line 290 of file InteractionController.cs.
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protectedpure virtual |
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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protectedpure virtual |
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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pure virtual |
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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static |
Returns the hover distance from the hoverPoint to the specified object, automatically accounting for ISpaceComponent warping if necessary.
Definition at line 842 of file InteractionController.cs.
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protectedpure virtual |
Called to initialize contact colliders. See remarks for implementation requirements.
initContact() should:
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
void Leap.Unity.Interaction.InteractionController.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
Definition at line 355 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifyContactBoneCollisionEnter | ( | ContactBone | contactBone, |
IInteractionBehaviour | interactionObj | ||
) |
Definition at line 1436 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifyContactBoneCollisionExit | ( | ContactBone | contactBone, |
IInteractionBehaviour | interactionObj | ||
) |
Definition at line 1458 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifyContactBoneCollisionStay | ( | ContactBone | contactBone, |
IInteractionBehaviour | interactionObj | ||
) |
Definition at line 1447 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifyObjectUnregistered | ( | IInteractionBehaviour | intObj | ) |
Definition at line 266 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifySoftContactCollisionEnter | ( | ContactBone | bone, |
IInteractionBehaviour | intObj, | ||
Collider | collider | ||
) |
Definition at line 1394 of file InteractionController.cs.
void Leap.Unity.Interaction.InteractionController.NotifySoftContactCollisionExit | ( | ContactBone | bone, |
IInteractionBehaviour | intObj, | ||
Collider | collider | ||
) |
Definition at line 1405 of file InteractionController.cs.
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protectedvirtual |
Definition at line 238 of file InteractionController.cs.
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virtual |
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.
Definition at line 2071 of file InteractionController.cs.
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protectedvirtual |
Definition at line 226 of file InteractionController.cs.
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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 in Leap.Unity.Interaction.InteractionHand.
Definition at line 1807 of file InteractionController.cs.
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protectedpure virtual |
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
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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 in Leap.Unity.Interaction.InteractionHand.
Definition at line 1307 of file InteractionController.cs.
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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 in Leap.Unity.Interaction.InteractionHand.
Definition at line 1297 of file InteractionController.cs.
bool Leap.Unity.Interaction.InteractionController.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.
Definition at line 1828 of file InteractionController.cs.
bool Leap.Unity.Interaction.InteractionController.ReleaseGrasp | ( | out IInteractionBehaviour | releasedObject | ) |
As ReleaseGrasp(), but also outputs the released object into releasedObject if the hand successfully released an object.
Definition at line 1916 of file InteractionController.cs.
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static |
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.
Definition at line 1868 of file InteractionController.cs.
bool Leap.Unity.Interaction.InteractionController.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.
Definition at line 1932 of file InteractionController.cs.
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protectedvirtual |
Reimplemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
Definition at line 222 of file InteractionController.cs.
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protectedvirtual |
Reimplemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
Definition at line 234 of file InteractionController.cs.
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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 in Leap.Unity.Interaction.InteractionHand.
Definition at line 1698 of file InteractionController.cs.
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static |
Applies the spatial warping of the provided ISpaceComponent to a world-space point.
Definition at line 854 of file InteractionController.cs.
bool Leap.Unity.Interaction.InteractionController.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.
Definition at line 1679 of file InteractionController.cs.
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protectedpure virtual |
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.
Implemented in Leap.Unity.Interaction.InteractionHand, and Leap.Unity.Interaction.InteractionXRController.
Func<IInteractionBehaviour, bool> Leap.Unity.Interaction.InteractionController.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).
Definition at line 299 of file InteractionController.cs.
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staticprotected |
Definition at line 876 of file InteractionController.cs.
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protected |
Definition at line 911 of file InteractionController.cs.
InteractionManager Leap.Unity.Interaction.InteractionController.manager |
Definition at line 45 of file InteractionController.cs.
Action<InteractionBehaviour> Leap.Unity.Interaction.InteractionController.OnBeginPrimaryHoveringObject = (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.
Definition at line 183 of file InteractionController.cs.
Action<InteractionController> Leap.Unity.Interaction.InteractionController.OnContactInitialized = (intCtrl) => { } |
Called when contact data is initialized.
Definition at line 216 of file InteractionController.cs.
Action<InteractionBehaviour> Leap.Unity.Interaction.InteractionController.OnEndPrimaryHoveringObject = (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.
Definition at line 191 of file InteractionController.cs.
Action Leap.Unity.Interaction.InteractionController.OnGraspBegin = () => { } |
Called when the InteractionController begins grasping an object.
Definition at line 201 of file InteractionController.cs.
Action Leap.Unity.Interaction.InteractionController.OnGraspEnd = () => { } |
Called when the InteractionController releases an object.
Definition at line 211 of file InteractionController.cs.
Action Leap.Unity.Interaction.InteractionController.OnGraspStay = () => { } |
Called while the InteractionController is grasping an object.
Definition at line 206 of file InteractionController.cs.
Action<InteractionBehaviour> Leap.Unity.Interaction.InteractionController.OnStayPrimaryHoveringObject = (intObj) => { } |
Called every (fixed) frame this InteractionController is primarily hovering over an InteractionBehaviour.
Definition at line 196 of file InteractionController.cs.
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getprotected |
Definition at line 374 of file InteractionController.cs.
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getprotected |
Definition at line 908 of file InteractionController.cs.
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getprotected |
Definition at line 910 of file InteractionController.cs.
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get |
Definition at line 909 of file InteractionController.cs.
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getset |
Definition at line 73 of file InteractionController.cs.
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Gets the set of interaction objects that are currently touching this interaction controller.
Definition at line 872 of file InteractionController.cs.
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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.
Definition at line 159 of file InteractionController.cs.
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Definition at line 885 of file InteractionController.cs.
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Gets the set of objects currently considered graspable.
Definition at line 1655 of file InteractionController.cs.
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Gets the object the controller is currently grasping, or null if there is no such object.
Definition at line 1652 of file InteractionController.cs.
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Definition at line 96 of file InteractionController.cs.
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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).
Definition at line 1665 of file InteractionController.cs.
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Definition at line 321 of file InteractionController.cs.
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Returns a set of all Interaction objects currently hovered by this InteractionController.
Definition at line 372 of file InteractionController.cs.
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Definition at line 57 of file InteractionController.cs.
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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.
Definition at line 365 of file InteractionController.cs.
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If this InteractionController's controllerType is ControllerType.Hand, this gets the InteractionHand, otherwise this returns null.
Definition at line 165 of file InteractionController.cs.
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Gets whether the underlying object (Leap hand or a held controller) is currently being moved or being actively manipulated by the player.
Definition at line 124 of file InteractionController.cs.
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Gets whether the controller is currently grasping an object.
Definition at line 1649 of file InteractionController.cs.
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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).
Definition at line 130 of file InteractionController.cs.
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Gets whether the InteractionController is currently primarily hovering over any interaction object.
Definition at line 385 of file InteractionController.cs.
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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).
Definition at line 136 of file InteractionController.cs.
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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.)
Definition at line 118 of file InteractionController.cs.
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Returns the current position of this controller.
Definition at line 141 of file InteractionController.cs.
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Gets the distance from the closest primary hover point on this controller to its primarily hovered object, if there are any.
Definition at line 399 of file InteractionController.cs.
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Gets the InteractionBehaviour that is currently this InteractionController's primary hovered object, if there is one.
Definition at line 392 of file InteractionController.cs.
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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.
Definition at line 406 of file InteractionController.cs.
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Gets the index in the primaryHoverPoints array of the primary hover point that is currently closest to this controller's primary hover object.
Definition at line 417 of file InteractionController.cs.
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When set to true, locks the current primarily hovered object, even if the hand gets closer to a different object.
Definition at line 344 of file InteractionController.cs.
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Gets the list of Transforms to consider against nearby objects to determine the closest object (primary hover) of this controller.
Definition at line 379 of file InteractionController.cs.
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Returns the current rotation of this controller.
Definition at line 146 of file InteractionController.cs.
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Contact requires knowledge of the controller's scale. Non-uniformly scaled controllers are NOT supported.
Definition at line 171 of file InteractionController.cs.
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Definition at line 879 of file InteractionController.cs.
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Definition at line 1115 of file InteractionController.cs.
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Returns the current velocity of this controller.
Definition at line 151 of file InteractionController.cs.