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No grasp handling for Oculus #2

@jcorvinus

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@jcorvinus

For SteamVR controllers, we made a custom class called 'SteamVRInteractionController' that handles pinch and grip grasp actions, since the SteamVR skeletal inputs do not appear to work properly with the default Leap grasp classifier. In Oculus mode, no such grasp controller exists. We will need to create:

  • One or more for Touch controllers. Grip grasp will be necessary. Pinch Grasp might be a good optional one.
  • One for Quest (2) skeletal hand tracking. We will probably want it to behave as closely to the original Interaction Engine grasp classifier as possible. See below for more info:

The interaction engine grasp classifier is essentially a surface pinch detector. It requires the thumb, as well as one finger. The finger with the tip closest to the object's surface is used. Grasp activates with both the finger and thumb tip come within a certain threshold of the object's surface. Grasp de-activates when those points get further away than a certain threshold from the object's surface.

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