Tanoda
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An IGraspedPoseHandler specifies where an object grasped by a Leap hand or controller (or multiple hands/controllers) should move as the grasping controllers(s) move. The default implementation provided by the Interaction Engine is the KabschGraspedPose, which produces a physically-intuitive following motion for the object no matter how a grasping hand moves. More...
Public Member Functions | |
void | AddController (InteractionController controller) |
Called when a new InteractionController begins grasping a certain object. The controller or Leap hand should be included in the held pose calculation. More... | |
void | RemoveController (InteractionController controller) |
Called when an InteractionController stops grasping a certain object; the controller should no longer be included in the held pose calculation. More... | |
void | ClearControllers () |
Called e.g. if the InteractionBehaviour is set not to move while being grasped; this should clear any hands to be included in the grasping position calculation. More... | |
void | GetGraspedPosition (out Vector3 position, out Quaternion rotation) |
Calculate the best holding position and orientation given the current state of all InteractionControllers (added via AddController()). More... | |
An IGraspedPoseHandler specifies where an object grasped by a Leap hand or controller (or multiple hands/controllers) should move as the grasping controllers(s) move. The default implementation provided by the Interaction Engine is the KabschGraspedPose, which produces a physically-intuitive following motion for the object no matter how a grasping hand moves.
IGraspedPoseHandlers do not actually move an object; they only calculate where an object should be moved. Actually moving the object is the concern of an IGraspedMovementHandler.
Definition at line 26 of file IGraspedPoseHandler.cs.
void Leap.Unity.Interaction.IGraspedPoseHandler.AddController | ( | InteractionController | controller | ) |
Called when a new InteractionController begins grasping a certain object. The controller or Leap hand should be included in the held pose calculation.
Implemented in Leap.Unity.Interaction.KabschGraspedPose.
void Leap.Unity.Interaction.IGraspedPoseHandler.ClearControllers | ( | ) |
Called e.g. if the InteractionBehaviour is set not to move while being grasped; this should clear any hands to be included in the grasping position calculation.
Implemented in Leap.Unity.Interaction.KabschGraspedPose.
void Leap.Unity.Interaction.IGraspedPoseHandler.GetGraspedPosition | ( | out Vector3 | position, |
out Quaternion | rotation | ||
) |
Calculate the best holding position and orientation given the current state of all InteractionControllers (added via AddController()).
Implemented in Leap.Unity.Interaction.KabschGraspedPose.
void Leap.Unity.Interaction.IGraspedPoseHandler.RemoveController | ( | InteractionController | controller | ) |
Called when an InteractionController stops grasping a certain object; the controller should no longer be included in the held pose calculation.
Implemented in Leap.Unity.Interaction.KabschGraspedPose.