MixedReality.Toolkit.SpatialManipulation Namespace
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Bounds |
Static class that contains various useful methods for computing the total bounds of a collection of objects. |
Bounds |
A BoundsControl creates a bounds visual around the specified object. |
Bounds |
This class defines the default manipulation logic for translation handles of bounds control |
Bounds |
This class defines the default manipulation logic for rotation handles of bounds control |
Bounds |
This class defines the default manipulation logic for scaling handles of bounds control |
Bounds |
An interactable for the handles of a BoundsControl. Scale handles subclass this to implement custom occlusion + reorientation logic. |
Constant |
ConstantViewSize solver scales to maintain a constant size relative to the view (currently tied to the Camera) |
Constraint |
Manages constraints for a given object and ensures that scale, rotation, and translation constraints are executed separately. |
Default |
A default implementation of ITransformSmoothingLogic for smoothing transforms. |
Directional |
This solver determines the position and orientation of an object as a directional indicator. From the point of reference of the SolverHandler Tracked Target, this indicator will orient towards the DirectionalTarget supplied. If the Directional Target is deemed within view of our frame of reference, then all renderers under this Solver will be disabled. They will be enabled otherwise |
Face |
Component for fixing the rotation of a manipulated object such that it always faces or faces away from the user. |
Fixed |
Component for setting the min/max scale values for ObjectManipulator or BoundsControl. |
Fixed |
Component for fixing the rotation of a manipulated object relative to the user. |
Fixed |
Component for fixing the rotation of a manipulated object relative to the world. |
Follow |
Follow solver positions an element in front of the of the tracked target (relative to its local forward axis). The element can be loosely constrained (a.k.a. tag-along) so that it doesn't follow until the tracked target moves beyond user defined bounds. |
Hand |
Provides a solver that constrains the target to a region safe for hand constrained interactive content. While this solver is intended to work with articulated hands, it also works with motion controllers. |
Hand |
Augments the HandConstraint to also check if the palm is facing the user before activation. This solver only works with articulated hands, with other controller types this solver will behave the same as HandConstraint. |
In |
InBetween solver positions an object in-between two tracked transforms. |
Interaction |
Extension methods specific to the InteractionFlags enum. |
Maintain |
Component for setting the min/max scale values for ObjectManipulator or BoundsControl. |
Manipulation |
Abstract class defining all logics that define the logic by which an object is manipulated by a ObjectManipulator object. |
Min |
Component for setting the min/max scale values for ObjectManipulator or BoundsControl components. |
Momentum |
Applies acceleration/velocity/friction to simulate momentum for an object being moved by other solvers/components |
Move |
Component for limiting the translation axes for ObjectManipulator or BoundsControl. |
Move |
Implements a generic movelogic that works for most/all XRI interactors, assuming a well-defined attachTransform. Usage: When a manipulation starts, call Setup. Call Update any time to update the move logic and get a new rotation for the object. |
Object |
This class allows for the move, rotate, and scale manipulation of an object by any interactor with a valid transform. |
Orbital |
Provides a solver that follows the TrackedObject/TargetTransform in an orbital motion. |
Overlap |
Provides a solver that overlaps with the tracked object. |
Radial |
RadialViewPoser solver locks a tag-along type object within a view cone |
Release |
Extension methods specific to the ObjectManipulator.ReleaseBehaviorType enumeration. |
Rotate |
Implements common logic for rotating holograms with direct interaction. Will either perform a direct rotation from a single interactor, or will form a "handlebar" between two interactors for two-handed rotations. Usage: When a manipulation starts, call Setup. Call Update any time to update the move logic and get a new rotation for the object. |
Rotation |
Component for limiting the rotation axes for ObjectManipulator or BoundsControl components. |
Scale |
Implements a scale logic that will scale an object based on the ratio of the distance between hands. object_scale = start_object_scale * curr_hand_dist / start_hand_dist Usage: When a manipulation starts, call Setup. Call Update any time to update the move logic and get a new rotation for the object. |
Solver |
The base abstract class for all Solvers to derive from. It provides state tracking, smoothing parameters and implementation, automatic solver system integration, and update order. Solvers may be used without a link, as long as updateLinkedTransform is false. |
Solver |
This class handles the solver components that are attached to this GameObject |
Spatial |
A reticle used to visualize spatial manipulation capabilities when hovering over a bounding box handle. The reticle is oriented in relation to the bounding box, to indicate the direction for rotation or scaling. |
Surface |
SurfaceMagnetism casts rays to surfaces in the world and aligns the object to the environment. |
Tap |
Tap to place is a far interaction component used to place objects on a surface. |
Transform |
Base class for all constraints that be applied to ObjectManipulator or BoundsControl components. |
Bounds |
Struct that defines all the manipulation logic required types for translation, rotation and scaling respectively |
Object |
The concrete implementations of the manipulation logic for a given interaction type. |
Object |
The SystemType values for the desired type of manipulation logic for move, rotate, and scale. |
Vector3Smoothed |
Encapsulated vector that smoothly moves toward a goal. |
ITransform |
Defines a method of smoothing the components of a transform. |
Bounds |
This enum defines what volume type the bound calculation depends on and its priority. |
Flatten |
Scale mode that is used for scaling behavior of bounds control. |
Follow. |
Specifies the method used to ensure the refForward vector remains within the bounds set by the leashing parameters. |
Hand |
Specifies how the solver's offset relative to the hand / controller will be computed. |
Hand |
Specifies how the solver should rotate when tracking a hand or motion controller. |
Hand |
Specifies a zone that is safe for the constraint to solve to without intersecting the hand. Safe zones may differ slightly from motion controller to motion controller, it's recommended to pick the safe zone best suited for your intended controller and application. |
Handle |
Scale mode that is used for scaling behavior of bounds control. |
Handle |
An enumeration describing a type of handle on a BoundsControl. grabbed can be a rotation (edge-mounted) handle, a scaling (corner-mounted) handle, or a translation (face-mounted) handle. |
Interaction |
Flags used to represent a combination of different interaction methodologies. |
Manipulation |
Flags used to represent the number of hands that can be used in manipulation |
Manipulation |
Flags used to represent whether manipulation can be far, near or both |
Object |
This enumeration describing the type of behavior to apply when a ObjectManipulator is released by a controller. |
Object |
Describes what pivot the manipulated object will rotate about when a controller or hand is rotated. |
Radial |
Which direction to orient the radial view object. |
Rotate |
Enum specifying whether an object should be rotated around its origin, or around the center of the calculated bounds. |
Scale |
Enum specifying whether an object should be scaled around the opposite corner, or around the center of the calculated bounds. |
Scaling |
The current state of an object being scaled. |
Solver |
Orientation options utilized by solvers. |
Spatial |
The type of manipulation being visualized: rotation or scaling. |
Surface |
Orientation mode for solver |
Surface |
Raycast direction mode for solver |
Surface |
Defines the different scene query types. |
Tracked |
The type of object being tracked. |