Tags

prothis function is related to a feature that is not part of the free version. Calling it when not supported should result in a VG_ReturnCode.UNSUPPORTED_FUNCTION.
videothis function is related to a tutorial movie.

ENUMS

VG_AutoSetup

Enum for quickly setting up projects for a specific controller / build.

Select  
UnityXRHand Setup for UnityXR supported controllers
OculusHand Setup for Quest / finger tracking
SteamHand Setup for SteamVR
STEAMVR_FT Setup for SteamVR finger tracking / Knuckles
MouseHand Setup for Mouse
BEBOP_FT Setup for Bebop Haptic Gloves
LeapHand Setup for LeapMotion finger tracking (external controller)
LEAP_VG Setup for LeapMotion finger tracking (internal controller)
OPENVR Setup for OpenVR

VG_AvatarInputType

Need to know what type made the avatar registration for scaling.

MESH  
URDF  
MESH_PHYSICAL  

VG_AvatarType

An enum to descibe an avatar type

DEFAULT  
REMOTE  
REPLAY  

VG_BoneType

An enum to describe a bone type, used for accessing of bones from outside the library.

WRIST The wrist bone of a hand
ELBOW The elbow bone of an arm
SHOULDER The shoulder bone of an arm
CLAVICLE The clavicle bone of an arm
APPROACH The approach handle of a grasp

VG_EditorAction

Action towards the grasp editor, see EditGrasp()

PRIMARY_CURRENT Label the current grasp as primary, so it will be the only grasp for this object
DISABLE_CURRENT Label the current grasp as disabled, so it will not be accessible for static grasping.
DELETE_CURRENT Currently the same as DISABLE_CURRENT, since we do not really want to remove grasps.
ADD_CURRENT Add the current grasp as a valid one, so it becomes accessible for static grasping.
CLEAR_PRIMARY Remove the label of the current object’s primary grasp, so all grasps will be valid again.
CLEAR_DISABLED Remove the label of the current object’s disabled grasps, so all grasps will be valid again.
TOGGLE_SYNTHESIS Toggle synthesis mode for this object between static grasping and dynamic grasping (see VG_SynthesisMethod).
TOGGLE_INTERACTION Toggle interaction type for this object between TRIGGER_GRASP and JUMP_PRIMARY_GRASP (see VG_InteractionType).

VG_FingerControlType

An enum to describe how fingers are controlled.

BY_NOTHING When not grasping, fingers are not controlled at all.
BY_SENSOR_FULL_DOFS When not grasping, fingers are fully controlled by sensor
BY_SENSOR_LOW_DOFS When not grasping, fingers are controlled by sensor, but less DOF.
BY_ANIMATION When not grasping, fingers are controlled by animation.
BY_OSCILLATED_ANIMATION When not grasping, fingers are controlled by oscillating between two state of animations

VG_GraspConstraintType

Specify for an object how to constrain grasp synthesis.

NO_CONSTRAINT No constraint on grasp
GRASP_ALONG_AXIS Grasp opposing targets on the two ends of a provided axis
GRASP_ON_PLANE Grasp opposing targets on the plane whose normal is defined by the provided axis

VG_GraspLabel

For labeling grasps (grasp editor functionality).

DISABLED Labels a grasp as disabled
PRIMARY Labels a grasp as primary
SUCCEEDED Labels a grasp as succeeded
FAILED Labels a grasp as failed
RANK TBD

VG_GraspSelectionMethod

An enum to specify which kind of method is used for pose-based grasp selection.

POS_ROT_COMBINED choose a grasp close to hand that minimized a weighted sum of position and rotation distances
MIN_POS among a set of grasps that satisfy rotation distance threshold, choose the grasp with minimum position distance
MIN_ROT among a set of grasps that satisfy position distance threshold, choose the grasp with minimum rotation distance

VG_GraspType

Animation grasp type enum.

UNKNOWN_GRASPTYPE Unknown grasp type
POWER Power grasp
PINCH Pinch grasp
FLAT Flat grasp (like on a basketball)
PUSH Push grasp
GMANUS used for sensor animation
OPENING this is for robotic opening grasp in order to grasp inside a hole of the object
CLOSING this is for robotic closing grasp for parallel gripper
SUCTION_PIN this is for robotic suction pin gripper

VG_HandSide

We support two hands per avatar, left and right in this enum.

LEFT Left hand
UNKNOWN_HANDSIDE Unknown hand side
RIGHT Right hand

VG_InteractionType

An enum to describe a hand interaction type (i.e. a mode on grasp visualization).

TRIGGER_GRASP Original, hand goes to object at grasp position
PREVIEW_GRASP Grasp is always previewed once object is selected, trigger will allow pick up the object
PREVIEW_ONLY like PREVIEW_GRASP, but trigger will not allow pick up the object
JUMP_GRASP Object jumps to hand when grasp is triggered
STICKY_HAND Object sticks to hand without grasp when grasp is triggered
JUMP_PRIMARY_GRASP Using mechanism like JUMP_GRASP, but use a grasp that is labled as primary

VG_JointType

Different articulated joint types supported by VG.

REVOLUTE revolute joint constrained around an axis, such as wheel
PRISMATIC prismatic joint constrained along an axis, such as drawer
FIXED fixed, not-moveable joint
FLOATING floating, unconstrained joint
PLANAR planar joint; up to here consistent with joint types in URDF, all 1-DOF joint
CONE 3-DOF ball and socket joint modeled with cone joint limit

VG_PhysicalBy

An enum to specify if an object is physical, and if physical by which unity component.

NotPhysical If object is not physical
RigidBody If object is physical due to attached rigid body
ArticulationBody If object is physical due to attached articulation body

VG_QueryGraspMethod

The query grasp method for GetGrasp() function

BY_INDEX get grasp by index
BY_ID get grasp by ID
BY_TCP get grasp by TCP

VG_QueryGraspMode

Decide when query grasp if hand moves and how to move hand.

NO_MOVE will not move internal object and hand
MOVE_HAND_SMOOTHLY will move object and hand moves smoothly with GRASP transition
MOVE_HAND_DIRECTLY will move object and hand move directly to target grasp pose

VG_QueryObjectTransformMode

Decide when query object transform which objects to get.

ALL will get all registered objects including the empty object nodes
ACTIVE_NON_PHYSICAL will get active non physical object transforms

VG_ReturnCode

ReturnCode for various VirtualGrasp functions.Most functions in this API provide such a return code.

SUCCESS Succeeded in processing function
DLL_NOT_INITIALIZED Failed in processing function because library has not been initialized.
DLL_FUNCTION_FAILED Failed in processing function because library has not been initialized.
INVALID_AVATAR Failed in processing function because the provided avatar is invalid.
INVALID_LIMB Failed in processing function because the provided limb or object is invalid.
INVALID_GRASP Failed in processing function because the provided grasp is invalid.
INVALID_TARGET Failed in processing function because the provided target is invalid.
ARGUMENT_ERROR Failed in processing function because a provided argument is invalid.
UNSUPPORTED_FUNCTION Failed in processing function because it is unsupported.
OBJECT_NO_GRASPS Failed in processing function because there are no static grasps baked.
OBJECT_NO_BAKE Failed in processing function because a baking process failed / there is no bake at all.
LOAD_GRASP_DB_FAILED Failed to pass a grasp db file into the library and process it.
SAVE_GRASP_DB_FAILED Failed to export the internal grasp db to a file.
UNKNOWN_AVATAR  
AVATAR_BLOCKED  

VG_SensorType

Different sensor (or controller) types that can be used by VirtualGrasp. Note only External Controller is supported.

NO_CONTROLLER no controller
LEAP Internal Controller (not supported), Leap motion 3D camera
RAZER_HYDRA Internal Controller (not supported), Razer Hydra controllers
INTEL_REALSENSE Internal Controller (not supported), Intel Realsense 3D camera
MANUS Internal Controller (not supported), Manus VR gloves
KNUCKLES Internal Controller (not supported), Valve Knuckles controller
VIVE Internal Controller (not supported), HTC Vive controllers, supported through OpenVR
OCULUS_TOUCH_OPENVR Internal Controller (not supported), Oculus Touch controllers, supported through OpenVR
VIVE_TRACKER Internal Controller (not supported), A ViveTracker
OCULUS_TOUCH_OVR Internal Controller (not supported), Oculus Touch controllers, through OculusVR.
EXTERNAL_CONTROLLER External Controller, customized controller
BEBOP Internal Controller (not supported), Bebop VR gloves

VG_SynthesisMethod

Identifier for a grasp synthesis algorithm.

NONE No grasp synthesis method (no grasping)
STATIC_GRASP Synthesize grasp using one of the grasps stored in grasp DB.
HYBRID When hand is far away from any grasps in DB, use DYNAMIC_GRASP, otherwise use STATIG_GRASP synthesis method.
DYNAMIC_GRASP Synthesize grasp in runtime based on precomputed object shape information.

VG_UrdfType

Avatar’s hand template type represented as URDF.

HUMANOID_HAND Humanoid hand type
PARALLEL_GRIPPER Parallel gripper type
SUCTION_PIN_GRIPPER Suction pin gripper type

VG_VrButton

Enum for setting which (VR) controller buttons.

TRIGGER  
GRIP  
GRIP_OR_TRIGGER  

EVENTS

VG_Controller.OnAfterReset

The event to call when we have reset all objects in the library.

VG_Controller.OnBeforeReset

The event to call when we are going to reset all objects in the library.

VG_Controller.OnGraspTriggered

This event is invoked in the frame when a hand is starting to grasp an object. The VG_HandStatus it carries includes more information about the interaction.

VG_Controller.OnInitialize

The event to call when we have successfully initialized the library.

VG_Controller.OnObjectCollided

This event is invoked when a grasped object is colliding with another object. The VG_HandStatus it carries includes more information about the interaction.

Used in: VG_ExternalControllerManager, VG_HintVisualizer

VG_Controller.OnObjectDeselected

This event is invoked in the frame when a hand is starting to deselect an object. The VG_HandStatus it carries includes more information about the interaction.

Used in: VG_Highlighter

VG_Controller.OnObjectFullyReleased

This event is invoked in the frame when an object is fully release by all hands. The Transform it carries includes the object that has just been released.

VG_Controller.OnObjectGrasped

This event is invoked in the frame when a hand has fully grasped an object. The VG_HandStatus it carries includes more information about the interaction.

VG_Controller.OnObjectPushed

This event is invoked in the frame when a hand pushing an object. The VG_HandStatus it carries includes more information about the interaction.

VG_Controller.OnObjectReleased

This event is invoked in the frame when a hand is starting to release an object. The VG_HandStatus it carries includes more information about the interaction.

VG_Controller.OnObjectSelected

This event is invoked in the frame when a hand is starting to select an object. The VG_HandStatus it carries includes more information about the interaction.

Used in: VG_Highlighter

VG_Controller.OnPostUpdate

This event is invoked in the fixed update loop after VG runs its update. Thus, all other scripts that should update after the VG cycle should listen to this event.

VG_Controller.OnPreUpdate

This event is invoked in the fixed update loop before VG runs its update. Thus, all other scripts that should update before the VG cycle should listen to this event.

OBJECT_SELECTION_API

VG_Controller.ChangeObjectJoint

Change an object’s joint in runtime.

Transform selectedObject The object to change the joint type for.
VG_JointType new_jointType The joint type to switch to.
Transform new_anchor_transform The anchor transform to switch to.
Vector2 new_limit The new limit of the new joint type.
float new_screwRate The new screw rate (>=0, in cm per degree) if new_jointType is Revolute.

Remark: Note that the former joint can be recovered (see RecoverObjectJoint).

Remark: If new_screwRate is set to 0 then do not screw.

VG_Controller.ChangeObjectJoint

Change an object’s joint and all other articulation parameters in runtime.

Transform selectedObject The object to change the joint for.
VG_Articulation articulation An articulation describing the new articulation parameters.

VG_Controller.GetGraspButton

Return the currently selected GraspButton.

VG_Controller.GetGraspingAvatars

Return the avatar/hand pairs that are currently grasping a specified object.

Transform objectToCheck The object to be checked if it is currently grasped.
out List<KeyValuePair<int, VG_HandSide>> hands An output list of avatar-handside-pairs describing which hands are currently grasping that object.
returns int Number of hands grasping the object.

VG_Controller.GetObjectJointState

Get the current joint state of a single-dof articulated object. For planar joint, the joint state along xaxis of the joint anchor.

Transform selectedObject The object to get the current joint state value for.
out float jointState The returned joint state. Will be set to 0.0f upon error
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull joint state fetch. VG_ReturnCode.ARGUMENT_ERROR. when selectedObject is null, or VG_ReturnCode.DLL_FUNCTION_FAILED on an unexpected error.

VG_Controller.GetObjectJointType

Get object’s original or current joint type.

Transform selectedObject The object to get the current joint state value for.
bool original If true, get the original joint type, otherwise the current type.
out VG_JointType jointType The returned joint type. Will be set to FLOATING upon error.
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull joint type fetch. VG_ReturnCode.ARGUMENT_ERROR. when selectedObject is null, or VG_ReturnCode.DLL_FUNCTION_FAILED on an unexpected error.

VG_Controller.GetObjectSecondaryJointState

Get the current secondary joint state along yaxis of joint anchor for planar articulated object.

Transform selectedObject The object to get the current joint state value for.
out float secondaryJointState The returned secondary joint state. Will be set to 0.0f upon error.
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull joint state fetch. VG_ReturnCode.ARGUMENT_ERROR. when selectedObject is null, or VG_ReturnCode.DLL_FUNCTION_FAILED on an unexpected error.

VG_Controller.GetSelectableObjects

Return all interactable objects.

bool excludeHidden If to exclude objects that have been hidden in the scene.
bool excludeUntagged If to exclude objects that have been untagged in the scene.
returns IEnumerable<Transform> All interactable objects in the scene.

VG_Controller.GetSelectableObjectsFromScene

Return all interactable objects from the editor scene.

bool excludeHidden If to exclude objects that have been hidden in the scene.
bool excludeUntagged If to exclude objects that have been untagged in the scene.
returns List<Transform> All interactable objects in the editor scene.

VG_Controller.GetSensorPose

Receive the sensor pose of a given avatar and hand.

int avatarID The avatar to get the pose from.
VG_HandSide handSide The hand side to get the pose from.
out Vector3 p The returned position.
out Quaternion q The returned rotation.
bool absolute Set True (default) to return the absolute pose, and False to return the relative pose.

VG_Controller.GetUnbakedObjects

Return all unbaked objects.

returns List<Transform> All unbaked objects in the scene.

VG_Controller.JumpGraspObject

Specify an object to be grasped by a hand no matter how far the object is, and object will jump to the hand.

int avatarID The avatar id
VG_HandSide handSide The side of the hand
Transform obj The object that will be jump grasped by this hand

VG_Controller.RecoverObjectJoint

Recover an object’s original joint, after it has been changed by ChangeObjectJoint().

Transform selectedObject The object to recover the joint for.

VG_Controller.ResetAllObjects

Reset all objects’ initial pose and initial zero pose.

VG_Controller.ResetObject

Reset a specific object’s initial pose and initial zero pose.

Transform transform The object to reset.

VG_Controller.SetDualHandsOnly

Set if an object can only be manipulated by dual hands from a same avatar.

Transform selectedObject The object to change the dual hand type for.
bool dualHandsOnly If dual hand only.

VG_Controller.SetObjectSelectionWeight

Specify the object selection weights for grasping interaction.

Transform obj Which object to specify weight
float weight Should be >=0 value to specify the preferences to select this object. If 0 exclude this object in selection process

Remark: Note by default this weight is 1 for all objects.

Remark: Use case is mainly to specify relative selection preferences for cluttered objects.

VG_Controller.SwitchGraspObject

Instantaneously switch the grasped object to specified object in the function, the object will jump to hand.

int avatarID The avatar id
VG_HandSide handSide The side of the hand
Transform obj The transform of the object to switch to grasp

VIRTUALGRASP_CONTROLLER_FUNCTIONS

VG_Controller.Clear

Reset the plugin.

VG_Controller.GetAvatarID

Get the AvatarID of the given skinned mesh renderer

out int avatarID The returned AvatarID.
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull avatar id fetch, or VG_ReturnCode.INVALID_AVATAR if avatar is null.

VG_Controller.GetDebugPath

Return the path where VG stores debug files.

returns string The path (platform dependent).

VG_Controller.GetHand

Receive a specific hand and its status.

int avatarID The avatar to get the hand status for.
VG_HandSide side The hand side to get the avatar from.
returns VG_HandStatus A VG_HandStatus.

VG_Controller.GetHands

Receive an enumerator of all registered hands and their status.

returns List<VG_HandStatus> Enumerator over VG_HandStatus.

VG_Controller.GetSensorControlledAvatarID

Get the AvatarID of the first sensor controlled avatar.

out int avatarID The returned AvatarID. Will be set to -1 upon error.
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull avatar id fetch, or VG_ReturnCode.DLL_FUNCTION_FAILED on an unexpected error.

Remark: No guarantee on returning the one that was first sensor controlled avatar

VG_Controller.Initialize

Initialize the plugin.

VG_Controller.IsEnabled

Check if the plugin has been initialized and is ready to use.

VG_Controller.IsolatedUpdate

The Update() method has been divided into three parts: IsolatedUpdateDataIn(), IsolatedUpdate() and IsolatedUpdateDataOut() for application of the Burst compiler. IsolatedUpdate() runs the main update loop in VG.

VG_Controller.IsolatedUpdateDataIn

The FixedUpdate() method has been divided into three parts: IsolatedUpdateDataIn(), IsolatedUpdate() and IsolatedUpdateDataOut() for application of the Burst compiler. IsolatedUpdateDataIn() isolates data communication from Unity to VG.

VG_Controller.IsolatedUpdateDataOut

The Update() method has been divided into three parts: IsolatedUpdateDataIn(), IsolatedUpdate() and IsolatedUpdateDataOut() for application of the Burst compiler. IsolatedUpdateDataOut() isolates data communication from VG to Unity.

VG_Controller.RegisterAvatar

Register a new avatar during runtime.

SkinnedMeshRenderer avatar The skinned mesh renderer of the model that should be registered to VG.
VG_AvatarType type The avatar type this avatar should be.
out int id The new avatar ID will be assigned to this value after registration; -1 if it failed.

VG_Controller.Release

Release the plugin.

VG_Controller.SaveState

Save the object hierarchy debug state. This is done automatically when closing VirtualGrasp.

VG_Controller.UnRegisterAvatar

Unregister avatar during runtime

int avatarID The id of the avatar to be unregistered.

ENABLE_DATABASE_API

VG_Controller.DeleteGrasp

Deletes object-specific grasp db. Won’t delete grasp if there still exists one or more registered objects with objectHash.

uint objectHash Hash of the object to delete.
returns bool True if grasp was deleted. False otherwise.
exception ArgumentException In case of unidentified objectHash.

VG_Controller.GetGrasp

Get grasp information in raw byte format by objectHash.

uint objectHash Hash of the object for which to retrieve the grasp db.
returns VG_RawDataHandle Handle with (encrypted) grasp information for object with hash objectHash.
exception ArgumentException In case of unidentified objectHash.

VG_Controller.LoadGrasp

Loads object-specific grasp db.

byte[] grasp Byte stream of object-specific grasp db.
exception IOException In case of incorrect data format.

GRASP_EDITOR_API

VG_Controller.EditGrasp

video

Call grasp editor functionality on a currently selected object and grasp.

int avatarID The avatar to call grasp editor functionality on.
VG_HandSide handSide The hand side to call grasp editor functionality on.
VG_EditorAction action The grasp editor function / action to call.
Transform obj The object to call the action on (if not provided, the object in the hand).
int grasp The grasp ID to call the action on (if not provided, the current grasp of the hand).

Used in: VG_GraspStudio

VG_Controller.GetGrasp

Receive a grasp in the grasp DB by index.

Transform selectedObject The object to receive a grasp for.
int avatarID The avatar to receive a grasp for.
VG_HandSide handSide The hand side to receive a grasp for.
int graspIndex The index of grasp to receive.
out Vector3 p The received wrist position of the grasp.
out Quaternion q The received wrist orientation of the grasp.
out VG_GraspType type The received VG_GraspType of the grasp.
out VG_GraspLabel label The received VG_GraspLabel of the grasp.
VG_QueryGraspMode queryGraspMode Can be used to define if and how the grasp should be applied also.
VG_QueryGraspMethod queryGraspMethod Can be used to define how the graspIndex should be interpreted.

Used in: VG_GraspStudio

VG_Controller.GetNumGrasps

Receive the number of grasps for a specific object.

Transform selectedObject The object to get the number of available grasps for.
int avatarID If a valid avatarID together with handSide, receive only the available grasps for this hand (otherwise all available grasps).
VG_HandSide handSide If a valid handSide together with avatarID, receive only the available grasps for this hand (otherwise all available grasps).
returns int The number of grasps for the selected object (either all or for the specified hand).

Used in: VG_HintVisualizer

GRASP_SELECTION_API

VG_Controller.ForceReleaseObject

untested,

Force the release of a grasp.

int avatarID The avatar to release grasps on all its hands.

VG_Controller.ForceReleaseObject

untested,

Force the release of a grasp.

int avatarID The avatar to release a grasp for.
VG_HandSide side The hand which to release the grasp for.

VG_Controller.GetBone

Return the pose (i.e. position and orientation) of a specific bone.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
VG_BoneType boneType The BoneType to get.
out Transform t The returned pose of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetBone

Return the Transform that corresponds to a provided instance ID.

int transformID The instance ID.
returns Transform The Transform that corresponds to the transformID.

Used in: VG_HandVisualizer

VG_Controller.GetBone

Return the pose (i.e. position and orientation) of a specific bone.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
VG_BoneType boneType The BoneType to get.
out int instanceID The returned ID of the bone transform.
out Vector3 p The returned position of the bone.
out Quaternion q The returned rotation of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetBone

Return the pose matrix of a specific bone.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
VG_BoneType boneType The BoneType to get.
out int instanceID The returned ID of the bone transform.
out Matrix4x4 m The returned pose matrix of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetFingerBone

Return the pose of a specific finger bone as a matrix.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
int fingerID The finger to get the bone pose from (from 0 as thumb to 4 as pinky).
int boneID The bone index (from 0 as proximal to N as distal) to get the bone pose from. Use -1 for fingertip.
out int instanceID The returned ID of the bone transform.
out Matrix4x4 m The returned pose of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetFingerBone

Return the pose (i.e. position and orientation) of a specific finger bone.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
int fingerID The finger to get the bone pose from (from 0 as thumb to 4 as pinky).
int boneID The bone index (from 0 as proximal to N as distal) to get the bone pose from. Use -1 for fingertip.
out int instanceID The returned ID of the bone transform.
out Vector3 p The returned position of the bone.
out Quaternion q The returned rotation of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetFingerBone

Reflect the pose of a specific bone on a Transform.

int avatarID The avatar to get the bone pose from.
VG_HandSide handSide The hand side to get the bone pose from.
int fingerID The finger to get the bone pose from (from 0 as thumb to 4 as pinky).
int boneID The bone index (from 0 as proximal to N as distal) to get the bone pose from. Use -1 for fingertip.
out Transform t The returned pose of the bone.

Used in: VG_HandVisualizer

VG_Controller.GetSynthesisMethodForObject

Receive the current VG_SynthesisMethod of an interactable object.

Transform selectedObject The object to query the VG_SynthesisMethod for.
returns VG_SynthesisMethod The current VG_SynthesisMethod or VG_SynthesisMethod. NONE if invalid.

Used in: VG_GraspStudio

VG_Controller.MakeGesture

Make a gesture with a hand.

int avatarID The avatar to make gesture for.
VG_HandSide side The hand which to make gesture for.
VG_GraspType gesture The gesture to make with the [side] hand of avatar [avatarID].

VG_Controller.ReleaseGesture

Release a gesture on a hand

int avatarID The avatar to release a grasp for.
VG_HandSide side The hand which to release the grasp for.

VG_Controller.SetBlockRelease

Specify if on this hand should block release or not in runtime.

int avatarID The avatar to release a grasp for.
bool block If block release signal or not on this avatar.

VG_Controller.SetBlockRelease

Specify if on this hand should block release or not in runtime.

int avatarID The avatar to release a grasp for.
VG_HandSide side The hand which to release the grasp for.
bool block If block release signal or not on this hand.

VG_Controller.SetGlobalInteractionType

Set the global interaction type method. The interaction type defines how the hand and the object should get together during a grasp.

Remark: This will overwrite the specific grasp interaction type (see SetInteractionTypeForObject) for all objects.

VG_InteractionType type The method to switch to for all objects.

VG_Controller.SetGlobalSynthesisMethod

Set the global grasp synthesis method. The synthesis method defines the algorithm with which grasps are generated in runtime.

Remark: This will overwrite the specific grasp synthesis method (see SetSynthesisMethodForObject) for all objects.

VG_SynthesisMethod synthesisMethod The method to switch to for all objects.

VG_Controller.SetGlobalThrowAngularVelocityScale

Set the global throw angular velocity scale. The throw angular velocity scale defines how powerful the throw is in terms of rotation movement.

Remark: This will overwrite the specific throw angular velocity scale (see SetThrowAngularVelocityScaleForObject) for all objects.

float throwAngularVelocityScale The throw angular velocity scale.

VG_Controller.SetGlobalThrowVelocityScale

Set the global throw velocity scale. The throw velocity scale defines how powerful the throw is in terms of linear movement.

Remark: This will overwrite the specific throw velocity scale (see SetThrowVelocityScaleForObject) for all objects.

float throwVelocityScale The throw translational velocity scale.

VG_Controller.SetInteractionTypeForObject

Set the interaction type for a selected object. The interaction type defines how the hand and the object should get together during a grasp.

Remark: This will overwrite the global interaction type (see SetGlobalInteractionType) for that object.

Transform selectedObject The object to modify the interaction type for.
VG_InteractionType interactionType The interaction type to switch to for the object.

VG_Controller.SetInteractionTypeForSelectedObject

Set the interaction type for a selected object. The interaction type defines how the hand and the object should get together during a grasp.

Remark: This will overwrite the global interaction type (see SetGlobalInteractionType) for that object.

int avatarID The avatar which is selecting an object.
VG_HandSide side The hand which is selecting an object.
VG_InteractionType interactionType The interaction type to switch to for the object that is selected by the [side] hand of avatar [avatarID].

VG_Controller.SetSynthesisMethodForObject

Set the grasp synthesis method for a selected object. The synthesis method defines the algorithm with which grasps are generated.

Remark: This will overwrite the global grasp synthesis method (see SetGlobalSynthesisMethod) for that object.

Transform selectedObject The object to modify the synthesis method for.
VG_SynthesisMethod synthesisMethod The synthesis method to switch to for the selected object.

VG_Controller.SetSynthesisMethodForSelectedObject

Set the grasp synthesis method for a selected object. The synthesis method defines the algorithm with which grasps are generated in runtime.

Remark: This will overwrite the global grasp synthesis method (see SetGlobalSynthesisMethod) for that object.

int avatarID The avatar which is selecting an object.
VG_HandSide side The hand which is selecting an object.
VG_SynthesisMethod synthesisMethod The synthesis method to switch to for the object that is selected by the [side] hand of avatar [avatarID].

VG_Controller.SetThrowAngularVelocityScaleForObject

Set the throw angular velocity scale for a selected object. The throw angular velocity scale defines how powerful the throw is in terms of rotation movement.

Remark: This will overwrite the global throw angular velocity scale (see SetGlobalThrowAngularVelocityScale) for that object.

Transform selectedObject The object to modify the throw velocity scale for.
float throwAngularVelocityScale The throw angular velocity scale.

VG_Controller.SetThrowAngularVelocityScaleForSelectedObject

Set the throw angular velocity scale for a selected object. The throw angular velocity scale defines how powerful the throw is in terms of rotation movement.

Remark: This will overwrite the global throw angular velocity scale (see SetGlobalThrowAngularVelocityScale) for that object.

int avatarID The avatar which is selecting an object.
VG_HandSide side The hand which is selecting an object.
float throwAngularVelocityScale The throw angular velocity scale.

VG_Controller.SetThrowVelocityScaleForObject

Set the throw velocity scale for a selected object. The throw velocity scale defines how powerful the throw is in terms of linear movement.

Remark: This will overwrite the global throw velocity scale (see SetGlobalThrowVelocityScale) for that object.

Transform selectedObject The object to modify the throw velocity scale for.
float throwVelocityScale The throw translational velocity scale.

VG_Controller.SetThrowVelocityScaleForSelectedObject

Set the throw velocity scale for a selected object. The throw velocity scale defines how powerful the throw is in terms of linear movement.

Remark: This will overwrite the global throw velocity scale (see SetGlobalThrowVelocityScale) for that object.

int avatarID The avatar which is selecting an object.
VG_HandSide side The hand which is selecting an object.
float throwVelocityScale The throw translational velocity scale.

NETWORK_INTERFACE_API

VG_Controller.GetBroadcastSignal

pro

Receive (from VG) a multiplayer broadcast message as a binary byte array.

returns byte[] The message received by VG.

Used in: VG_NetworkManager

VG_Controller.SetBroadcastSignal

pro

Set (to VG) a multiplayer broadcast message as a binary byte array.

byte[] message The message (raw bytes) to be sent and processed by VG.

Used in: VG_NetworkManager

SENSOR_INTERFACE_API

VG_Controller.GetGrabStrength

Returns the current grab strength of a hand. The grab strength is 0 for a fully open hand, 1 for a fully closed hand.

int avatarID The avatar to receive the grab strength for.
VG_HandSide handSide The hand side to receive the grab strength for.
returns float The current grab strength of the [side] hand.

VG_Controller.GetGrabVelocity

Returns the current grab velocity of a hand. The current velocity of the grab strength (see GetGrabStrength), so negative when the hand is opening, and positive when the hand is closing.

int avatarID The avatar to receive the grab velocity for.
VG_HandSide handSide The hand side to receive the grab velocity for.
returns float The current grab velocity of the [side] hand.

VG_Controller.GetPushCircle

Get the push cirle for this hand side of an avatar as a visual hint for object selection for push without physics.

int avatarID The avatar to get the push circle for.
VG_HandSide handSide The hand to get the push circle for.
out Vector3 p The push circle’s position.
out Quaternion r The push circle’s rotation (zaxis is normal).
out float radius Radius of the push circle,
out bool inContact True if contact (i.e. pushing), False otherwise.
returns Transform The selected object, NULL if none.

Used in: VG_HintVisualizer

VG_Controller.IsMissingSensorData

Check if a hand has invalid sensor data.

int avatarID The avatar to check for.
VG_HandSide handSide The hand side to check for.
returns bool True if sensor data is invalid, False otherwise.

VG_Controller.SetAvatarActive

Set the active state of the avatar sensor(s) and mesh.

int avatarID The avatar id.
bool enableSensors If the sensor(s) that control this hand should be active or not.
bool enableMesh If the mesh of this hand should be visible or not.
Vector3 resetPos If an avatar is deactivated, hand positions will be reset to here (default (0,0,0)).

VG_Controller.SetCalibrationMode

Enable or disable wrist calibration mode (WCM). During enabled WCM, different ranges of motion of the wrist or grab strength will be calibrated.

Remark: untested

int avatarID The avatar for which to enable/disable WCM.
bool enabled True for enabling WCM, False for disabling it.

VG_Controller.SetExternalGrabStrength

Send an external controller grab signal to the plugin (for EXTERNAL_CONTROLLER sensors).

int avatarID The avatar to set external sensor pose for.
VG_HandSide handSide The hand side to set external sensor pose for.
float strength The grab strength signal to set.

Used in: VG_ExternalControllerManager

VG_Controller.SetFingerCalibrationMode

Enable or disable finger calibration mode (FCM). During enabled FCM, the hand opening range will be calibrated. After disabling it, grasp and release signals will work in this range.

int avatarID The avatar for which to enable/disable FCM.
bool enabled True for enabling FCM, False for disabling it.

VG_Controller.SetSensorActive

Set the active state of the sensor(s) that control the specified hand of an instance avatar.

int avatarID The avatar id.
VG_HandSide handSide The side of the hand (remark: UNKNOWN will not have any effect).
bool active If the sensor(s) that control this hand should be active or not.
Vector3 resetPos If a hand is deactivated, its position will be reset to here (default (0,0,0)).

Remark: By default sensors are all active, and this function can be used in runtime to change this.

VG_Controller.SetSensorOffset

Change the sensor offset in runtime. The sensor offset is the offset between the pose that the current sensor is measuring and where the virtual hand is appearing in the scene.

Remark: Also treating left hand (LHS) and right hand (RHS) is considered, so the offset is applied symmetrically.

int avatarID The avatar to set the offset for.
VG_SensorType sensor The sensor type to change the offset for.
Vector3? position The offset position. Set to null if position should not be modified.
Vector3? rotation The offset rotation. Set to null if rotation should not be modified.

RECORDING_INTERFACE_API

VG_Controller.GetReplayAvatarID

Get the AvatarID of the first replay avatar.

out int avatarID The returned AvatarID. Will be set to -1 upon error.
returns VG_ReturnCode VG_ReturnCode.SUCCESS on successfull avatar id fetch, or VG_ReturnCode.DLL_FUNCTION_FAILED on an unexpected error.

Remark: No guarantee on returning the one that was first registered as replay avatar

VG_Controller.GetReplayStartWristPose

Get the starting wrist poses for full replay of the whole interaction sequence.

int avatarID The ID of the avatar to play the recording on (note: it has to be an avatar enabled for replay).
Transform selectedObject If provided, the entire sensor recording will transformed in to object’s frame. If not, in global frame.
out Vector3 p_left The position of the left wrist.
out Quaternion q_left The orientation of the left wrist.
out Vector3 p_right The position of the right wrist.
out Quaternion q_right The orientation of the right wrist.

Remark: LoadRecording need to be called before this to load recorded sensor data.

Remark: SetProcessByRecordedFrame need to be called before this to set this avatar to be enabled for replay.

Used in: VG_Recorder

VG_Controller.IsReplaySuccess

Check if finished replay had identical response as recorded

returns bool True if replay was identical, False otherwise.

Used in: VG_Recorder

VG_Controller.IsReplaying

Check if a hand is currently replaying a recorded sensor data.

int avatarID The avatar to check.
VG_HandSide handSide The hand to check.
returns bool True if replaying, False otherwise.

Used in: VG_Recorder

VG_Controller.LoadRecording

video

Load recorded sensor data from a file, but do not start replay

string filename The filename to load the recording from.

Used in: VG_Recorder

VG_Controller.ResumeReplay

video

Resume replaying of an avatar.

int avatarID The ID of the avatar to resume replaying the recording on (note: it has to be an avatar enabled for replay).

Used in: VG_Recorder

VG_Controller.StartRecording

video

Start recording sensor data.

Used in: VG_Recorder

VG_Controller.StartReplay

video

Start full replay of the whole interaction sequence on an avatar.

int avatarID The ID of the avatar to play the recording on (note: it has to be an avatar enabled for replay).
Transform selectedObject If provided, the entire sensor recording will be replayed in this object’s frame. If not, in global frame.

Used in: VG_Recorder

VG_Controller.StartReplayOnObject

video

Start replaying a specific interaction segment on one object.

Transform obj The object to play the interaction on.
int avatarID The avatar to play the interaction with.
VG_HandSide handSide The hand to play the interaction with.
int interactionId The ID of the interaction segment to be played on this object.

Used in: VG_Recorder

VG_Controller.StopRecording

video

Stop recording sensor data and store the whole sequence to a file

string filename The filename to save the recording to.

Used in: VG_Recorder

VG_Controller.StopReplay

Stop replay of the recorded interaction sequence on an avatar.

int avatarID The ID of the avatar to play the recording on (note: it has to be an avatar enabled for replay).

Used in: VG_Recorder


Tags

prothis function is related to a feature that is not part of the free version. Calling it when not supported should result in a VG_ReturnCode.UNSUPPORTED_FUNCTION.
videothis function is related to a tutorial movie.