Leap Motion Unity Modules
Namespaces | Classes | Enumerations
Leap.Unity.Interaction Namespace Reference

Namespaces

Classes

class  ActivityManager
 ActivityManager is a wrapper around PhysX sphere queries for arbitrary Unity objects. "Active" objects are objects found in the latest query. It's also possible to get the sets of objects that just began or stopped being active since the last query; this requires enabling the trackStateChanges setting. More...
 
class  Anchor
 
class  AnchorableBehaviour
 AnchorableBehaviours mix well with InteractionBehaviours you'd like to be able to pick up and place in specific locations, specified by other GameObjects with an Anchor component. More...
 
class  AnchorableBehaviourEditor
 
class  AnchorEditor
 
class  AnchorGroup
 
class  AnchorScoreTest
 
class  AnchorSet
 
class  ContactBone
 Contact Bones store data for the colliders and rigidbodies in each bone of the contact-related representation of an InteractionController. They also notify the InteractionController of collisions for further processing. More...
 
class  ContactBoneParent
 
class  ContactBoneParentEditor
 
class  DefaultVRNodeTrackingProvider
 Implements IVRControllerTrackingProvider using Unity.VR.InputTracking for VRNodes. This tracking should support all native VR controller integrations in Unity, including Oculus Touch and HTC Vive. More...
 
class  Extensions
 
class  FromMatrixExtension
 
interface  IGraspedMovementHandler
 An IGraspedMovementHandler takes in a target position and rotation (a "pose", usually provided by an IGraspedPoseHandler) and is responsible for attempting to move an interaction object to that target pose. More...
 
interface  IGraspedPoseHandler
 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...
 
interface  IInteractionBehaviour
 IInteractionBehaviour is the interface that defines all Interaction objects, specifying the minimum set of functionality required to make objects interactable. More...
 
class  IInteractionBehaviourExtensions
 
interface  IInternalInteractionController
 
class  InteractionBehaviour
 InteractionBehaviours are components that enable GameObjects to interact with interaction controllers (InteractionControllerBase) in a physically intuitive way. More...
 
class  InteractionBehaviourEditor
 
class  InteractionButton
 A physics-enabled button. Activation is triggered by physically pushing the button back to its compressed position. /summary> More...
 
class  InteractionButtonEditor
 
class  InteractionController
 
class  InteractionControllerEditor
 
class  InteractionControllerSet
 
class  InteractionControllerSwitcher
 This MonoBehaviour is used in the Interaction Engine example scenes to provide a simple heuristic for when to switch between a held controller and a Leap hand. Your mileage may vary. More...
 
class  InteractionControllerSwitcherEditor
 
class  InteractionHand
 
class  InteractionHandEditor
 
class  InteractionManager
 
class  InteractionManagerEditor
 
class  InteractionSlider
 A physics-enabled slider. Sliding is triggered by physically pushing the slider to its compressed position. Increasing the horizontal and vertical slide limits allows it to act as either a 1D or 2D slider. /summary> More...
 
class  InteractionSliderEditor
 
class  InteractionToggle
 A physics-enabled toggle. Toggling is triggered by physically pushing the toggle to its compressed position. More...
 
class  InteractionVRController
 
class  InteractionVRControllerEditor
 
interface  IThrowHandler
 Interaction objects feed their throw handlers callbacks when they are held (for data collection) and then fire OnThrow when they are released from all grasping hands or controllers so that the throw handler can manipulate the interaction object's trajectory to better match the user's intention. More...
 
interface  IVRControllerTrackingProvider
 The interface for providing tracking data to an InteractionVRController. More...
 
class  KabschGraspedPose
 This pose handler is the default implementation of IGraspedPoseHandler provided by the Interaction Engine and is most likely the only implementation you will need. It uses a Kabsch solve from frame to frame based on the points at which any grasping controller are grasping the interaction object to determine where the object should move and rotate in the grasp. Note that IGraspedPoseHandlers only determine the target position and rotation of a held object; actually moving the object is the domain of an IGraspedMovementHandler. More...
 
class  KabschSolver
 
class  KinematicGraspedMovement
 This implementation of IGraspedMovementHandler moves its interaction object to a target position and rotation by setting its rigidbody position and rotation directly to that target position and rotation. This is required when working with kinematic rigidbodies, which do not move based on their velocity and angular velocity. More...
 
class  NonKinematicGraspedMovement
 This implementation of IGraspedMovementHandler moves an interaction object to its target position and rotation by setting its rigidbody's velocity and angular velocity such that it will reach the target position and rotation on the next physics update. More...
 
class  PhysicsCallbacks
 
class  SlidingWindowThrow
 The sliding window throw handler implements a simple heuristic that provides a reasonably accurate measure of the user's intended "throw direction" for a physical object. It is used as the default implementation of an Interaction Behaviour's throw handler. More...
 
class  Vector3Extensions
 

Enumerations

enum  ContactForceMode { Object, UI }
 
enum  IgnoreHoverMode { None, Left, Right, Both }
 Specified on a per-object basis to allow Interaction objects to ignore hover for the left hand, right hand, or both hands. More...
 
enum  ControllerType { Hand, VRController }
 The Interaction Engine can be controlled by hands tracked by the Leap Motion Controller, or by remote-style held controllers such as the Oculus Touch or Vive controller. More...
 
enum  HandDataMode { PlayerLeft, PlayerRight, Custom }
 

Enumeration Type Documentation

◆ ControllerType

The Interaction Engine can be controlled by hands tracked by the Leap Motion Controller, or by remote-style held controllers such as the Oculus Touch or Vive controller.

◆ IgnoreHoverMode

Specified on a per-object basis to allow Interaction objects to ignore hover for the left hand, right hand, or both hands.