113 lines
4.2 KiB
C#
113 lines
4.2 KiB
C#
using System;
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namespace UnityEngine.XR.Hands.Gestures
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{
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/// <summary>
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/// Configuration values for how to calculate <see cref="XRFingerShape"/>.
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/// Defines minimum and maximum angles or distances between joints to normalize finger joints into each
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/// <see cref="XRFingerStateType"/>'s' <c>0</c> to <c>1</c> value.
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/// </summary>
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[Serializable]
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public class XRFingerShapeConfiguration
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{
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/// <summary>
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/// The minimum degrees between vectors from the first extension
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/// joint to its closest neighbors.
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/// </summary>
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public float minimumFullCurlDegrees1 { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the first extension
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/// joint to its closest neighbors.
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/// </summary>
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public float maximumFullCurlDegrees1 { get; set; }
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/// <summary>
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/// The minimum degrees between vectors from the second extension
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/// joint to its closest neighbors.
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/// </summary>
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public float minimumFullCurlDegrees2 { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the second extension
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/// joint to its closest neighbors.
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/// </summary>
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public float maximumFullCurlDegrees2 { get; set; }
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/// <summary>
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/// The minimum degrees between vectors from the third extension
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/// joint to its closest neighbors. Ignored on the thumb.
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/// </summary>
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public float minimumFullCurlDegrees3 { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the third extension
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/// joint to its closest neighbors. Ignored on the thumb.
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/// </summary>
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public float maximumFullCurlDegrees3 { get; set; }
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/// <summary>
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/// The minimum degrees between vectors from the central flex joint to
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/// its closest neighbors. When the angle between those two vectors is
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/// less than or equal to this value, the flex value will be <c>1</c>.
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/// </summary>
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public float minimumBaseCurlDegrees { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the central flex joint to
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/// its closest neighbors. When the angle between those two vectors is
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/// greater than or equal to this value, the flex value will be <c>0</c>.
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/// </summary>
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public float maximumBaseCurlDegrees { get; set; }
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/// <summary>
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/// The minimum degrees between vectors from the first curl
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/// joint to its closest neighbors.
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/// </summary>
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public float minimumTipCurlDegrees1 { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the first curl
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/// joint to its closest neighbors.
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/// </summary>
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public float maximumTipCurlDegrees1 { get; set; }
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/// <summary>
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/// The minimum degrees between vectors from the second curl
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/// joint to its closest neighbors.
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/// </summary>
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public float minimumTipCurlDegrees2 { get; set; }
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/// <summary>
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/// The maximum degrees between vectors from the second curl
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/// joint to its closest neighbors.
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/// </summary>
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public float maximumTipCurlDegrees2 { get; set; }
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/// <summary>
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/// The minimum distance between each finger tip and the thumb tip
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/// to calculate pinch values for. Values below or equal to this will
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/// result in a pinch value of <c>1</c>.
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/// </summary>
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public float minimumPinchDistance { get; set; }
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/// <summary>
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/// The maximum distance between each finger tip and the thumb tip
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/// which allows for non-zero pinch values.
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/// </summary>
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public float maximumPinchDistance { get; set; }
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/// <summary>
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/// The minimum degrees for splay between this finger and the next.
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/// Not used for the little finger.
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/// </summary>
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public float minimumSpreadDegrees { get; set; }
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/// <summary>
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/// The maximum degrees for splay between this finger and the next.
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/// Not used for the little finger.
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/// </summary>
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public float maximumSpreadDegrees { get; set; }
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}
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}
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