OculusSampleFramework Namespace Reference

Visual of finger tip poke tool. More...

Classes

class  BoneCapsuleTriggerLogic
 Allows a bone to keep track of interactables that it has touched. This information can be used by a tool. More...
 
class  ButtonController
 A button interactable used by the train scene. More...
 
class  ButtonTriggerZone
 Trigger zone of button, can be proximity, contact or action. More...
 
interface  ColliderZone
 Zone that can be collided with in example code. More...
 
class  ColliderZoneArgs
 Arguments for object interacting with collider zone. More...
 
class  ColorGrabbable
 
class  ControllerBoxController
 
class  CowController
 
class  DistanceGrabbable
 
class  DistanceGrabber
 Allows grabbing and throwing of objects with the DistanceGrabbable component on them. More...
 
class  DistanceGrabberSample
 
class  FingerTipPokeTool
 Poke tool used for near-field (touching) interactions. Assumes that it will be placed on finger tips. More...
 
class  FingerTipPokeToolView
 
class  GrabbableCrosshair
 
class  GrabManager
 
class  HandsManager
 
class  Interactable
 Interface for all objects interacted with in example code. More...
 
class  InteractableCollisionInfo
 Describes tool-to-collision information. More...
 
class  InteractableRegistry
 In case someone wants to know about all interactables in a scene, this registry is the easiest way to access that information. More...
 
class  InteractableStateArgs
 
class  InteractableTool
 A tool that can engage interactables. More...
 
class  InteractableToolsCreator
 Spawns all interactable tools that are specified for a scene. More...
 
class  InteractableToolsInputRouter
 Routes all collisions from interactable tools to the interactables themselves. We want to do this in a top-down fashion, because we might want to disable far-field interactions if near-field interactions take precendence (for instance). More...
 
interface  InteractableToolView
 The visual abstraction of an interactable tool. More...
 
class  OVROverlaySample
 Usage: demonstrate how to use overlay layers for a paneled UI system On Mobile, we support both Cylinder layer and Quad layer Press any button: it will cycle [world geometry Quad]->[overlay layer Quad]->[world geometry cylinder]->[overlay layer cylinder] On PC, only Quad layer is supported Press any button: it will cycle [world geometry Quad]->[overlay layer Quad] More...
 
class  PanelHMDFollower
 
class  PauseOnInputLoss
 
class  PinchStateModule
 Manages pinch state, including if an object is being focused via something like a ray (or not). More...
 
class  Pose
 
class  RayTool
 Ray tool used for far-field interactions. More...
 
class  RayToolView
 Visual portion of ray tool. More...
 
class  SelectionCylinder
 
class  TrackSegment
 
class  TrainButtonVisualController
 An example visual controller for a button intended for the train sample scene. More...
 
class  TrainCar
 
class  TrainCarBase
 
class  TrainCrossingController
 
class  TrainLocomotive
 
class  TrainTrack
 
class  WindmillBladesController
 
class  WindmillController
 

Enumerations

enum  InteractionType { InteractionType.Enter = 0, InteractionType.Stay, InteractionType.Exit }
 
enum  InteractableCollisionDepth { InteractableCollisionDepth.None = 0, InteractableCollisionDepth.Proximity, InteractableCollisionDepth.Contact, InteractableCollisionDepth.Action }
 Depth of collision, in order of "furthest" to "closest" More...
 
enum  InteractableState { InteractableState.Default = 0, InteractableState.ProximityState, InteractableState.ContactState, InteractableState.ActionState }
 
enum  InteractableToolTags { InteractableToolTags.None = 0, InteractableToolTags.Ray = 1 << 0, InteractableToolTags.Poke = 1 << 2, InteractableToolTags.All = ~0 }
 Describes how the tool will work with interactables. An interactable, in turn, can tell us which tools they support via their flag bit mask. More...
 
enum  ToolInputState { ToolInputState.Inactive = 0, ToolInputState.PrimaryInputDown, ToolInputState.PrimaryInputDownStay, ToolInputState.PrimaryInputUp }
 Indicates if tool has been activated via some gesture, press, etc. More...
 
enum  EUiDisplayType { EUiDisplayType.EUDT_WorldGeoQuad, EUiDisplayType.EUDT_OverlayQuad, EUiDisplayType.EUDT_None, EUiDisplayType.EUDT_MaxDislayTypes }
 The rendering methods swappable via radio buttons More...
 

Detailed Description

Visual of finger tip poke tool.

Enumeration Type Documentation

◆ EUiDisplayType

The rendering methods swappable via radio buttons

Enumerator
EUDT_WorldGeoQuad 
EUDT_OverlayQuad 
EUDT_None 
EUDT_MaxDislayTypes 

◆ InteractableCollisionDepth

Depth of collision, in order of "furthest" to "closest"

Enumerator
None 
Proximity 
Contact 
Action 

◆ InteractableState

Enumerator
Default 
ProximityState 
ContactState 
ActionState 

◆ InteractableToolTags

Describes how the tool will work with interactables. An interactable, in turn, can tell us which tools they support via their flag bit mask.

Enumerator
None 
Ray 
Poke 
All 

◆ InteractionType

Enumerator
Enter 
Stay 
Exit 

◆ ToolInputState

Indicates if tool has been activated via some gesture, press, etc.

Enumerator
Inactive 
PrimaryInputDown 
PrimaryInputDownStay 
PrimaryInputUp