Modifier

Partager via


RadialView Class

Definition

RadialViewPoser solver locks a tag-along type object within a view cone

public ref class RadialView : Microsoft::MixedReality::Toolkit::Utilities::Solvers::Solver
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/RadialView")]
public class RadialView : Microsoft.MixedReality.Toolkit.Utilities.Solvers.Solver
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/RadialView")>]
type RadialView = class
    inherit Solver
Public Class RadialView
Inherits Solver
Inheritance
UnityEngine.MonoBehaviour
RadialView
Attributes
UnityEngine.AddComponentMenuAttribute

Constructors

RadialView()

Fields

SolverHandler

The handler reference for this solver that's attached to this GameObject

(Inherited from Solver)

Properties

AspectV

Apply a different clamp to vertical FOV than horizontal. Vertical = Horizontal * AspectV.

FixedVerticalPosition

Offset amount of the vertical position.

GoalPosition

The final position to be attained

(Inherited from Solver)
GoalRotation

The final rotation to be attained

(Inherited from Solver)
GoalScale

The final scale to be attained

(Inherited from Solver)
IgnoreAngleClamp

Option to ignore angle clamping.

IgnoreDistanceClamp

Option to ignore distance clamping.

MaxDistance

Max distance from eye to element.

MaxViewDegrees

The element will stay at least this close to the center of view.

MinDistance

Min distance from eye to position element around, i.e. the sphere radius.

MinViewDegrees

The element will stay at least this far away from the center of view.

MoveLerpTime

If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates

(Inherited from Solver)
OrientToReferenceDirection

If true, element will orient to ReferenceDirection, otherwise it will orient to ref position.

ReferenceDirection

Which direction to position the element relative to: HeadOriented rolls with the head, HeadFacingWorldUp view direction but ignores head roll, and HeadMoveDirection uses the direction the head last moved without roll.

RotateLerpTime

If 0, the rotation will update immediately. Otherwise, the greater this attribute the slower the rotation updates")]

(Inherited from Solver)
ScaleLerpTime

If 0, the scale will update immediately. Otherwise, the greater this attribute the slower the scale updates

(Inherited from Solver)
Smoothing

If true, updates are smoothed to the target. Otherwise, they are snapped to the target

(Inherited from Solver)
UpdateLinkedTransform

If true, the position and orientation will be calculated, but not applied, for other components to use

(Inherited from Solver)
UseFixedVerticalPosition

Ignore vertical movement and lock the Y position of the object.

WorkingPosition

Automatically uses the shared position if the solver is set to use the 'linked transform'. UpdateLinkedTransform may be set to false, and a solver will automatically update the object directly, and not inherit work done by other solvers to the shared position

(Inherited from Solver)
WorkingRotation

Rotation version of WorkingPosition

(Inherited from Solver)
WorkingScale

Scale version of WorkingPosition

(Inherited from Solver)

Methods

AddOffset(Vector3)

Add an offset position to the target goal position.

(Inherited from Solver)
Awake() (Inherited from Solver)
OnDestroy() (Inherited from Solver)
OnEnable()

Typically when a solver becomes enabled, it should update its internal state to the system, in case it was disabled far away

(Inherited from Solver)
SnapGoalTo(Vector3, Quaternion)
Obsolete.

SnapGoalTo only sets the goal orientation. Not really useful.

(Inherited from Solver)
SnapGoalTo(Vector3, Quaternion, Vector3)

SnapGoalTo only sets the goal orientation. Not really useful.

(Inherited from Solver)
SnapTo(Vector3, Quaternion)
Obsolete.

Snaps the solver to the desired pose.

(Inherited from Solver)
SnapTo(Vector3, Quaternion, Vector3)

Snaps the solver to the desired pose.

(Inherited from Solver)
SolverUpdate()

Should be implemented in derived classes, but Solver can be used to flush shared transform to real transform

SolverUpdateEntry()

Tracks lifetime of the solver, disabling it when expired, and finally runs the orientation update logic

(Inherited from Solver)
Start() (Inherited from Solver)
UpdateTransformToGoal()

Updates all object orientations to the goal orientation for this solver, with smoothing accounted for (smoothing may be off)

(Inherited from Solver)
UpdateWorkingPositionToGoal()

Updates only the working position to goal with smoothing, if enabled

(Inherited from Solver)
UpdateWorkingRotationToGoal()

Updates only the working rotation to goal with smoothing, if enabled

(Inherited from Solver)
UpdateWorkingScaleToGoal()

Updates only the working scale to goal with smoothing, if enabled

(Inherited from Solver)
UpdateWorkingToGoal()

Updates the Working orientation (which may be the object, or the shared orientation) to the goal with smoothing, if enabled

(Inherited from Solver)

Applies to