RadialView Class
Definition
Important
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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
- 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) |