ExistentTrackingConfidenceComponent

ExistentDocumentation > ExistentTrackingConfidenceComponent

ExistentTrackingConfidenceComponent

Class Details

Defined in: Public/Components/ExistentTrackingConfidenceComponent.h

Hierarchy: Object > ActorComponent > ExistentTrackingConfidenceComponent

Properties

FName

CameraComponentName

The name of the VR camera

EExistentConfidenceValueMethod

ConfidenceValueMethod

The method used to calculate the confidence final value

bool

DistanceConfidenceEnabled

Should the distance confidence be calculated at all?

bool

Donotallow0confidencevalues

Should the overall confidence become 0 if even one of the confidence value is equal to 0?

bool

Enabled

float

FingerOcclusionThreshold

Below which threshold is a finger considered as occluded. We calculate each finger confidence value by dividing the number of bones occluded by the total number of bones per finger. This value generates a range from 0-1 in which 0 mean not occluded at all and 1 means fully occluded. Using this value we can control at which point we consider the whole finger as occluded

EExistentHand

Hand

What hand should this tracking confidence component work on?

bool

OcclusionConfidenceEnabled

Should the occlusion be enabled at all? At runtime we try to find out how much of the hand is occluded by the hand itself, should this confidence value be generated at all.

EExistentOcclusionType

OcclusionType

What kind of occlusion check type should we run?

float

PalmDepth

When calculating the occlusion of the hand we construct a rough representation of the hand palm as a box. Its width and height can be deduced by the bones locations, but its depth is controlled by this value.

bool

StillHandConfidenceEnabled

Should the still hand confidence be calculated at all?

FVector2D

StillHandFramesRange

The still hand confidence value is generated by looking at the previous frames bone transforms and compare it to the current frame transforms. If they are all exactly the same then we assume the hand is still. While the hand is still we internally keep increasing a counter which indicates how many frames the hand has been frozen for. This value lets us map the number of frames the hand has been frozen for to get a 0-1 value. 1 means we are confidence the hand is not frozen at all and 0 means the hand has been frozen for the number of frames indicated by this property higher value.

int32

StillHandSamples

Before starting to look back at the hand previous bone transforms we want to collect a number of minimum samples. This number indicates how big that number must be.

float

StillHandTransformTolerance

When calculating whether or not the hand is still we compare bone transforms. This value is used as the tolerance for Transform==Transform operation.

FVector2D

TrackingDataConfidenceDistanceRange

The distance range used to generate a 0-1 value for the distance confidence. When trying to calculate how confident we are that the hand tracking data wrist is where the tracker is we find out the distance between the two. Using this value we can control the mapped range which gives us the final 0-1 confidence value.

bool

VelocityConfidenceEnabled

Should the velocity confidence be calculated at all?

FVector2D

WristHandVelocityRange

The velocity range used to generate a 0-1 value for the velocity confidence. When trying to calculate how confident we are that the hand tracking data is moving at the same speed as the tracker we compare the two speeds to find out their difference. This value is used to control the mapped velocity range which gives us the final 0-1 confidence value.

FName

WristTrackerComponentName

The name of the tracker used to drive the wrist

Nodes

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