Private
_enabledPrivate
behindPrivate
cameraPrivate
configPrivate
currentPrivate
currentPrivate
farPrivate
fieldPrivate
glowPrivate
handPrivate
handPrivate
handPrivate
handPrivate
handPrivate
handPrivate
handPrivate
hoverPrivate
indexPrivate
indexPrivate
indexPrivate
indexPrivate
indexPrivate
indexPrivate
indexPrivate
isPrivate
isPrivate
isPrivate
lastPrivate
lastPrivate
lastPrivate
nearPrivate
pinchPrivate
pinchPrivate
pinchPrivate
pokePrivate
pokePrivate
shouldPrivate
sikPrivate
tapPrivate
thumbPrivate
thumbPrivate
thumbPrivate
thumbPrivate
thumbPrivate
thumbPrivate
thumbPrivate
timePrivate
tipPinch glow effect manipulates these materials to create the "glow"
Private
tipPrivate
triggerPrivate
updatePrivate
visualEnable/disable the SceneObject's created by this class
boolean representing whether to enable or disable this class
Private
animatePrivate
animatePrivate
animatePrivate
animatePrivate
bothPrivate
calculatePrivate
calculatePrivate
calculateboolean
Clean up the SceneObject's created by PinchGlow
Private
isCannot use this.config.hand.isFacingCamera() as that only triggers if hand is facing directly at camera, where we need more broad definition
the BaseHand to check
boolean
Private
setPrivate
setPrivate
setPrivate
setupPrivate
setupPrivate
update
GlowEffectView controls the glow effect that happens when pinching and tapping.
I did not extend View class because while this q acts like a View in the sense that it is messing with UI/visuals, it does so through SceneObjects and textures which are passed in as parameters, instead of needing its own SceneObject hierarchy to be added.