Edit

Bagikan melalui


SimulatedGestureHand Class

Definition

public ref class SimulatedGestureHand : Microsoft::MixedReality::Toolkit::Input::SimulatedHand
[Microsoft.MixedReality.Toolkit.Input.MixedRealityController(Microsoft.MixedReality.Toolkit.Input.SupportedControllerType.GGVHand, new Microsoft.MixedReality.Toolkit.Utilities.Handedness[] { Microsoft.MixedReality.Toolkit.Utilities.Handedness.Left, Microsoft.MixedReality.Toolkit.Utilities.Handedness.Right, Microsoft.MixedReality.Toolkit.Utilities.Handedness.None }, "", (Microsoft.MixedReality.Toolkit.Input.MixedRealityControllerConfigurationFlags) 0)]
public class SimulatedGestureHand : Microsoft.MixedReality.Toolkit.Input.SimulatedHand
[Microsoft.MixedReality.Toolkit.Input.MixedRealityController(Microsoft.MixedReality.Toolkit.Input.SupportedControllerType.GGVHand, new Microsoft.MixedReality.Toolkit.Utilities.Handedness[] { Microsoft.MixedReality.Toolkit.Utilities.Handedness.Left, Microsoft.MixedReality.Toolkit.Utilities.Handedness.Right, Microsoft.MixedReality.Toolkit.Utilities.Handedness.None }, "", (Microsoft.MixedReality.Toolkit.Input.MixedRealityControllerConfigurationFlags) 0, Microsoft.MixedReality.Toolkit.Utilities.SupportedUnityXRPipelines.LegacyXR | Microsoft.MixedReality.Toolkit.Utilities.SupportedUnityXRPipelines.XRSDK)]
public class SimulatedGestureHand : Microsoft.MixedReality.Toolkit.Input.SimulatedHand
[<Microsoft.MixedReality.Toolkit.Input.MixedRealityController(Microsoft.MixedReality.Toolkit.Input.SupportedControllerType.GGVHand, new Microsoft.MixedReality.Toolkit.Utilities.Handedness[] { Microsoft.MixedReality.Toolkit.Utilities.Handedness.Left, Microsoft.MixedReality.Toolkit.Utilities.Handedness.Right, Microsoft.MixedReality.Toolkit.Utilities.Handedness.None }, "", (Microsoft.MixedReality.Toolkit.Input.MixedRealityControllerConfigurationFlags) 0)>]
type SimulatedGestureHand = class
    inherit SimulatedHand
[<Microsoft.MixedReality.Toolkit.Input.MixedRealityController(Microsoft.MixedReality.Toolkit.Input.SupportedControllerType.GGVHand, new Microsoft.MixedReality.Toolkit.Utilities.Handedness[] { Microsoft.MixedReality.Toolkit.Utilities.Handedness.Left, Microsoft.MixedReality.Toolkit.Utilities.Handedness.Right, Microsoft.MixedReality.Toolkit.Utilities.Handedness.None }, "", (Microsoft.MixedReality.Toolkit.Input.MixedRealityControllerConfigurationFlags) 0, Microsoft.MixedReality.Toolkit.Utilities.SupportedUnityXRPipelines.LegacyXR | Microsoft.MixedReality.Toolkit.Utilities.SupportedUnityXRPipelines.XRSDK)>]
type SimulatedGestureHand = class
    inherit SimulatedHand
Public Class SimulatedGestureHand
Inherits SimulatedHand
Inheritance
Attributes

Constructors

SimulatedGestureHand(TrackingState, Handedness, IMixedRealityInputSource, MixedRealityInteractionMapping[])

Constructor.

Fields

jointPoses (Inherited from SimulatedHand)

Properties

AngularVelocity (Inherited from BaseController)
ControllerHandedness

The designated hand that the Input Source is managing, as defined by the SDK / Unity.

(Inherited from BaseController)
DefaultInteractions

The GGV default interactions.

DefaultInteractions

The default interactions for this controller.

(Inherited from BaseController)
DefaultLeftHandedInteractions

The default left-handed interactions for this controller.

(Inherited from BaseHand)
DefaultRightHandedInteractions

The default right-handed interactions for this controller.

(Inherited from BaseHand)
Definition

Represents the archetypal definition of what this controller supports and can perform.

(Inherited from BaseController)
Enabled

Is the controller enabled?

(Inherited from BaseController)
HandRay (Inherited from BaseHand)
InputSource

The registered Input Source for this controller

(Inherited from BaseController)
Interactions

Mapping definition for this controller, linking the Physical inputs to logical Input System Actions

(Inherited from BaseController)
IsInPointingPose (Inherited from BaseHand)
IsPositionApproximate

Indicates the accuracy of the position data being reported.

(Inherited from BaseController)
IsPositionAvailable

Indicates that this controller is currently providing position data.

(Inherited from BaseController)
IsRotationAvailable

Indicates that this controller is currently providing rotation data.

(Inherited from BaseController)
SimulationMode System.Object.SimulationMode
TrackingState

Outputs the current state of the Input Source, whether it is tracked or not. As defined by the SDK / Unity.

(Inherited from BaseController)
Velocity (Inherited from BaseController)
Visualizer (Inherited from BaseController)

Methods

AssignControllerMappings(MixedRealityInteractionMapping[])

Load the Interaction mappings for this controller from the configured Controller Mapping profile

(Inherited from BaseController)
GetPalmNormal() (Inherited from BaseHand)
SetupConfiguration(Type, InputSourceType)
Obsolete.

Sets up the configuration based on the Mixed Reality Controller Mapping Profile.

(Inherited from BaseController)
SetupConfiguration(Type)
Obsolete.

Sets up the configuration based on the Mixed Reality Controller Mapping Profile.

(Inherited from BaseController)
SetupDefaultInteractions()

Assign the default interactions based on this controller's handedness, if necessary.

(Inherited from BaseController)
SetupDefaultInteractions(Handedness)
Obsolete.

Assign the default interactions based on controller handedness, if necessary.

(Inherited from BaseController)
TryAddControllerModelToSceneHierarchy(GameObject) (Inherited from BaseController)
TryGetJoint(TrackedHandJoint, MixedRealityPose)

Get the current pose of a hand joint.

(Inherited from SimulatedHand)
TryRenderControllerModel(Type, InputSourceType)

Try to render a controller model for this controller from the visualization profile.

(Inherited from BaseController)
UpdateHandJoints(SimulatedHandData)

Updates the positions and orientations of the hand joints of the simulated hand

UpdateHandJoints(SimulatedHandData)

Updates the positions and orientations of the hand joints of the simulated hand

(Inherited from SimulatedHand)
UpdateInteractions(SimulatedHandData)

Updates the interactions raised by the simulated hand

UpdateState(SimulatedHandData) (Inherited from SimulatedHand)
UpdateVelocity() (Inherited from BaseHand)

Applies to