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  • FXRSimulationState

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    • XRSimulation
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    • XRSimulationInput

    FXRSimulationState

    Simulation state for head movement and hand gestures.

    struct FXRSimulationState;
    

    Header

    #include <XRSimulationState.h>

    Public Functions

    Name
    FXRSimulationState()
    void Reset()
    void ResetHandState(EControllerHand Hand)
    bool IsHandVisible(EControllerHand Hand) const
    void SetHandVisibility(EControllerHand Hand, bool bIsVisible)
    bool IsHandControlled(EControllerHand Hand) const
    bool IsAnyHandControlled() const
    TArray< EControllerHand > GetControlledHands() const
    bool SetHandControlEnabled(EControllerHand Hand, bool bEnabled)
    void GetTargetHandTransform(EControllerHand Hand, FTransform & TargetTransform, bool & bAnimate) const
    void AddHandInput(EAxis::Type Axis, float Value)
    void AddHandMovementInput(EAxis::Type TranslationAxis, float Value)
    void AddHandRotationInput(EAxis::Type RotationAxis, float Value)
    void SetDefaultHandLocation(EControllerHand Hand)
    void SetDefaultHandRotation(EControllerHand Hand)
    FName GetTargetPose(EControllerHand Hand) const
    void SetTargetPose(EControllerHand Hand, FName PoseName)
    void ResetTargetPose(EControllerHand Hand)
    void TogglePoseForControlledHands(FName PoseName)
    bool HasGripToWristTransform(EControllerHand Hand) const
    FTransform GetGripToWristTransform(EControllerHand Hand) const
    void SetGripToWristTransform(EControllerHand Hand, const FTransform & GripToWristTransform)
    void ClearGripToWristTransform(EControllerHand Hand)

    Public Attributes

    Name
    EXRSimulationHandMode HandInputMode
    FVector RelativeHeadPosition
    FQuat RelativeHeadOrientation

    Public Functions Documentation

    function FXRSimulationState

    FXRSimulationState()
    

    function Reset

    void Reset()
    

    Reset to default.

    function ResetHandState

    void ResetHandState(
        EControllerHand Hand
    )
    

    Reset hand state to default.

    function IsHandVisible

    bool IsHandVisible(
        EControllerHand Hand
    ) const
    

    True if the hand is currently visible.

    function SetHandVisibility

    void SetHandVisibility(
        EControllerHand Hand,
        bool bIsVisible
    )
    

    Set the hand visibility.

    function IsHandControlled

    bool IsHandControlled(
        EControllerHand Hand
    ) const
    

    True if the hand is currently controlled by the user.

    function IsAnyHandControlled

    bool IsAnyHandControlled() const
    

    True if any hand is currently controlled by the user.

    function GetControlledHands

    TArray< EControllerHand > GetControlledHands() const
    

    Find all hands that are currently controlled.

    function SetHandControlEnabled

    bool SetHandControlEnabled(
        EControllerHand Hand,
        bool bEnabled
    )
    

    Enable control of a simulated hand by the user. Returns true if hand control was successfully changed.

    function GetTargetHandTransform

    void GetTargetHandTransform(
        EControllerHand Hand,
        FTransform & TargetTransform,
        bool & bAnimate
    ) const
    

    Get the current target transform for a hand. If bAnimate is true then the transform should be blended over time, otherwise the target transform should be applied immediately.

    function AddHandInput

    void AddHandInput(
        EAxis::Type Axis,
        float Value
    )
    

    Add hand movement or rotation, depending on hand input mode.

    function AddHandMovementInput

    void AddHandMovementInput(
        EAxis::Type TranslationAxis,
        float Value
    )
    

    Add hand movement input along a local axis to all controlled hands.

    function AddHandRotationInput

    void AddHandRotationInput(
        EAxis::Type RotationAxis,
        float Value
    )
    

    Add hand rotation input about a local axis to all controlled hands.

    function SetDefaultHandLocation

    void SetDefaultHandLocation(
        EControllerHand Hand
    )
    

    Set the mesh for the given hand to the default location.

    function SetDefaultHandRotation

    void SetDefaultHandRotation(
        EControllerHand Hand
    )
    

    Set the rotation for the given hand to the rest rotation.

    function GetTargetPose

    FName GetTargetPose(
        EControllerHand Hand
    ) const
    

    Get the current animation pose of a hand. If the hand is currently controlled by user input it will use the current target pose, otherwise the default pose is used.

    function SetTargetPose

    void SetTargetPose(
        EControllerHand Hand,
        FName PoseName
    )
    

    Set the target animation pose for a hand.

    function ResetTargetPose

    void ResetTargetPose(
        EControllerHand Hand
    )
    

    Reset the default target animation pose for a hand.

    function TogglePoseForControlledHands

    void TogglePoseForControlledHands(
        FName PoseName
    )
    

    Toggle the target pose for all currently controlled hands.

    • If all hands use the target pose already, all hands will reset to the default pose.
    • If any hand does NOT use the target pose already, all hands will use it.

    function HasGripToWristTransform

    bool HasGripToWristTransform(
        EControllerHand Hand
    ) const
    

    True if grip transform offset has been set.

    function GetGripToWristTransform

    FTransform GetGripToWristTransform(
        EControllerHand Hand
    ) const
    

    Return: Valid if the grip transform offset has been set.

    Get the frozen grip transform offset from the wrist.

    function SetGripToWristTransform

    void SetGripToWristTransform(
        EControllerHand Hand,
        const FTransform & GripToWristTransform
    )
    

    Set the frozen grip transform offset from the wrist.

    function ClearGripToWristTransform

    void ClearGripToWristTransform(
        EControllerHand Hand
    )
    

    Clear the frozen grip transform offset from the wrist.

    Public Attributes Documentation

    variable HandInputMode

    EXRSimulationHandMode FXRSimulationState::HandInputMode
    EXRSimulationHandMode HandInputMode = EXRSimulationHandMode::Movement;
    

    If true, input will be interpreted as hand rotation instead of movement.

    variable RelativeHeadPosition

    FVector FXRSimulationState::RelativeHeadPosition
    FVector RelativeHeadPosition = FVector::ZeroVector;
    

    Head position relative to the character controller.

    variable RelativeHeadOrientation

    FQuat FXRSimulationState::RelativeHeadOrientation
    FQuat RelativeHeadOrientation = FQuat::Identity;
    

    Head orientation relative to the character controller.


    Updated on 19 August 2021 at 17:42:52 Coordinated Universal Time

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    In This Article
    • Header
    • Public Functions
    • Public Attributes
    • Public Functions Documentation
      • function FXRSimulationState
      • function Reset
      • function ResetHandState
      • function IsHandVisible
      • function SetHandVisibility
      • function IsHandControlled
      • function IsAnyHandControlled
      • function GetControlledHands
      • function SetHandControlEnabled
      • function GetTargetHandTransform
      • function AddHandInput
      • function AddHandMovementInput
      • function AddHandRotationInput
      • function SetDefaultHandLocation
      • function SetDefaultHandRotation
      • function GetTargetPose
      • function SetTargetPose
      • function ResetTargetPose
      • function TogglePoseForControlledHands
      • function HasGripToWristTransform
      • function GetGripToWristTransform
      • function SetGripToWristTransform
      • function ClearGripToWristTransform
    • Public Attributes Documentation
      • variable HandInputMode
      • variable RelativeHeadPosition
      • variable RelativeHeadOrientation
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