Inherits MonoBehaviour.
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Rigidbody | GetFingerGrabRB () |
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Collider | GetFingerGrabCol () |
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Collider | CheckFingerGrabBoardPhase (System.Func< Collider, bool > fliter=null) |
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bool | DoFingerGrab () |
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bool | UpdateFingerGrabPose (Rigidbody rb) |
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void | SetFingerFollowSpeed (float weightPerSec) |
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void | SubmitFingerTarget (int index, float weight, bool ignoreFreeze=false) |
| set specific finger to the weight position, then the system will lerp to that position for you More...
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bool | IsFreeze () |
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void | SetFingerFreeze (bool f) |
| lock finger pose, so that other system can not change the finger even they call SubmitFingerTarget you should call SubmitFingerTarget first, then set it to freeze, system will still update the animation for a while More...
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void | TickUpdate () |
| should not be called outside More...
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void | SetHandPose (HandPosePreset preset, float weight, bool ignoreFreeze=false) |
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void | AddFingerTipsRunTime (float tipOffset=0.01f, float tipSize=0.01f) |
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void | AutoConfigFingersRunTime (int fingerNodeDepth=3) |
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void | SubmitHandPose (List< float > fingerWeights, float weight=1, bool ignoreFreeze=false) |
| this is used with SetHandPose(HandPosePreset preset...) More...
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void | SubmitHandPose (float weight=1, bool ignoreFreeze=false) |
| set specific finger pose to the weight position, then the system will lerp to that position for you you can lock the finger pose by using SetFreeze and you can still bypass the freeze using ignoreFreeze == true More...
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void | StartHandTracking (bool isLeft) |
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void | StopHandTracking (bool isLeft) |
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float | GetFingerWeight (bool isLeft, int finger) |
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