OculusSampleFramework.PinchStateModule Class Reference

Manages pinch state, including if an object is being focused via something like a ray (or not). More...

Public Member Functions

 PinchStateModule ()
 
void UpdateState (OVRHand hand, Interactable currFocusedInteractable)
 

Properties

bool PinchUpAndDownOnFocusedObject [get]
 We want a pinch up and down gesture to be done while an object is focused. We don't want someone to pinch, unfocus an object, then refocus before doing pinch up. We also want to avoid focusing a different interactable during this process. While the latter is difficult to do since a person might focus nothing before focusing on another interactable, it's theoretically possible. More...
 
bool PinchSteadyOnFocusedObject [get]
 
bool PinchDownOnFocusedObject [get]
 

Detailed Description

Manages pinch state, including if an object is being focused via something like a ray (or not).

Constructor & Destructor Documentation

◆ PinchStateModule()

OculusSampleFramework.PinchStateModule.PinchStateModule ( )

Member Function Documentation

◆ UpdateState()

void OculusSampleFramework.PinchStateModule.UpdateState ( OVRHand  hand,
Interactable  currFocusedInteractable 
)

Property Documentation

◆ PinchDownOnFocusedObject

bool OculusSampleFramework.PinchStateModule.PinchDownOnFocusedObject
get

◆ PinchSteadyOnFocusedObject

bool OculusSampleFramework.PinchStateModule.PinchSteadyOnFocusedObject
get

◆ PinchUpAndDownOnFocusedObject

bool OculusSampleFramework.PinchStateModule.PinchUpAndDownOnFocusedObject
get

We want a pinch up and down gesture to be done while an object is focused. We don't want someone to pinch, unfocus an object, then refocus before doing pinch up. We also want to avoid focusing a different interactable during this process. While the latter is difficult to do since a person might focus nothing before focusing on another interactable, it's theoretically possible.


The documentation for this class was generated from the following file: