Drag[en]gine Script Module DragonScript 1.24
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Dragengine.Debugging.DebugBehaviorVRHandPose Class Reference

Debug BehaviorVRHandPose. \versoin 1.23. More...

Inheritance diagram for Dragengine.Debugging.DebugBehaviorVRHandPose:

Public Member Functions

void addToGameWorld ()
 
ECBehaviorVRHandPose.Instance getBehavior ()
 
bool getBoneCoordSystemsVisible ()
 Bone coordinate systems are visible.
 
bool getPoseWithController ()
 Get use bone pose with controller.
 
bool getSkeletonVisible ()
 Skeleton is visible.
 
DebugBehaviorVRHandPose new (ECBehaviorVRHandPose.Instance behavior)
 Create debug instance for behavior.
 
void onAddToElement ()
 
void onRemoveFromElement ()
 
void postThink (float elapsed)
 
void removeFromGameWorld ()
 
void setBoneCoordSystemsVisible (bool visible)
 Set if bone coordinate systems are visible.
 
void setPoseWithController (bool withController)
 Set use bone pose with controller.
 
void setSkeletonVisible (bool visible)
 Set if skeleton is visible.
 

Public Attributes

ECBehaviorVRHandPose.Instance pBehavior
 
DebugDrawer pDDSkeleton
 
float pLengthCoordAxis
 
float pLengthFingerTip
 
bool pPoseWithController
 
float pThicknessCoordAxis
 
float pThicknessSkeletonLine
 

Protected Member Functions

void addCoordSystem (ShapeList shapesX, ShapeList shapesY, ShapeList shapesZ, Matrix matrix)
 
void addCoordSystem (ShapeList shapesX, ShapeList shapesY, ShapeList shapesZ, Matrix matrix, float scale)
 
void addLineShape (ShapeList shapes, InputDevice device, int indexHead)
 
void addLineShape (ShapeList shapes, InputDevice device, int indexHead, int indexTail)
 
InputDevice getInputDevice ()
 
void log (String message)
 
void update ()
 
void updateCoordSystems (InputDevice device, DMatrix matrix)
 
void updateSkeleton (InputDevice device, DMatrix matrix)
 

Detailed Description

Debug BehaviorVRHandPose. \versoin 1.23.

To use create an instance of DebugBehaviorVRHandPose with the behavior to monitor then call BehaviorElement::addAttachableBehavior(). The debug class attaches to the behavior element owning the behavior instance. To remove the debug class from the behavior element call #safeDispose().

Displays a debug skeleton.

Member Function Documentation

◆ addCoordSystem() [1/2]

void Dragengine.Debugging.DebugBehaviorVRHandPose.addCoordSystem ( ShapeList  shapesX,
ShapeList  shapesY,
ShapeList  shapesZ,
Matrix  matrix 
)
protected

◆ addCoordSystem() [2/2]

void Dragengine.Debugging.DebugBehaviorVRHandPose.addCoordSystem ( ShapeList  shapesX,
ShapeList  shapesY,
ShapeList  shapesZ,
Matrix  matrix,
float  scale 
)
protected

◆ addLineShape() [1/2]

void Dragengine.Debugging.DebugBehaviorVRHandPose.addLineShape ( ShapeList  shapes,
InputDevice  device,
int  indexHead 
)
protected

◆ addLineShape() [2/2]

void Dragengine.Debugging.DebugBehaviorVRHandPose.addLineShape ( ShapeList  shapes,
InputDevice  device,
int  indexHead,
int  indexTail 
)
protected

◆ addToGameWorld()

void Dragengine.Debugging.DebugBehaviorVRHandPose.addToGameWorld ( )

◆ getBehavior()

ECBehaviorVRHandPose.Instance Dragengine.Debugging.DebugBehaviorVRHandPose.getBehavior ( )

\ brief Monitored behavior.

◆ getBoneCoordSystemsVisible()

bool Dragengine.Debugging.DebugBehaviorVRHandPose.getBoneCoordSystemsVisible ( )

Bone coordinate systems are visible.

◆ getInputDevice()

InputDevice Dragengine.Debugging.DebugBehaviorVRHandPose.getInputDevice ( )
protected

◆ getPoseWithController()

bool Dragengine.Debugging.DebugBehaviorVRHandPose.getPoseWithController ( )

Get use bone pose with controller.

If true returns bone pose as accurate as possible to the real hand position. If false remaps the pose to simulate not holding the controller in hand.

◆ getSkeletonVisible()

bool Dragengine.Debugging.DebugBehaviorVRHandPose.getSkeletonVisible ( )

Skeleton is visible.

◆ log()

void Dragengine.Debugging.DebugBehaviorVRHandPose.log ( String  message)
protected

◆ new()

DebugBehaviorVRHandPose Dragengine.Debugging.DebugBehaviorVRHandPose.new ( ECBehaviorVRHandPose.Instance  behavior)

Create debug instance for behavior.

◆ onAddToElement()

void Dragengine.Debugging.DebugBehaviorVRHandPose.onAddToElement ( )

◆ onRemoveFromElement()

void Dragengine.Debugging.DebugBehaviorVRHandPose.onRemoveFromElement ( )

◆ postThink()

void Dragengine.Debugging.DebugBehaviorVRHandPose.postThink ( float  elapsed)

◆ removeFromGameWorld()

void Dragengine.Debugging.DebugBehaviorVRHandPose.removeFromGameWorld ( )

◆ setBoneCoordSystemsVisible()

void Dragengine.Debugging.DebugBehaviorVRHandPose.setBoneCoordSystemsVisible ( bool  visible)

Set if bone coordinate systems are visible.

◆ setPoseWithController()

void Dragengine.Debugging.DebugBehaviorVRHandPose.setPoseWithController ( bool  withController)

Set use bone pose with controller.

If true returns bone pose as accurate as possible to the real hand position. If false remaps the pose to simulate not holding the controller in hand.

◆ setSkeletonVisible()

void Dragengine.Debugging.DebugBehaviorVRHandPose.setSkeletonVisible ( bool  visible)

Set if skeleton is visible.

◆ update()

void Dragengine.Debugging.DebugBehaviorVRHandPose.update ( )
protected

◆ updateCoordSystems()

void Dragengine.Debugging.DebugBehaviorVRHandPose.updateCoordSystems ( InputDevice  device,
DMatrix  matrix 
)
protected

◆ updateSkeleton()

void Dragengine.Debugging.DebugBehaviorVRHandPose.updateSkeleton ( InputDevice  device,
DMatrix  matrix 
)
protected

Member Data Documentation

◆ pBehavior

ECBehaviorVRHandPose.Instance Dragengine.Debugging.DebugBehaviorVRHandPose.pBehavior

◆ pDDSkeleton

DebugDrawer Dragengine.Debugging.DebugBehaviorVRHandPose.pDDSkeleton

◆ pLengthCoordAxis

float Dragengine.Debugging.DebugBehaviorVRHandPose.pLengthCoordAxis

◆ pLengthFingerTip

float Dragengine.Debugging.DebugBehaviorVRHandPose.pLengthFingerTip

◆ pPoseWithController

bool Dragengine.Debugging.DebugBehaviorVRHandPose.pPoseWithController

◆ pThicknessCoordAxis

float Dragengine.Debugging.DebugBehaviorVRHandPose.pThicknessCoordAxis

◆ pThicknessSkeletonLine

float Dragengine.Debugging.DebugBehaviorVRHandPose.pThicknessSkeletonLine

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