Follow Class
Definition
Important
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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.
public ref class Follow : Microsoft::MixedReality::Toolkit::Utilities::Solvers::Solver
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/Follow")]
public class Follow : Microsoft.MixedReality.Toolkit.Utilities.Solvers.Solver
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/Follow")>]
type Follow = class
inherit Solver
Public Class Follow
Inherits Solver
- Inheritance
- Attributes
-
UnityEngine.AddComponentMenuAttribute
Constructors
Follow() |
Fields
pitchOffset | |
SolverHandler |
The handler reference for this solver that's attached to this GameObject (Inherited from Solver) |
Properties
AngularClampMode |
Accessors for specifying the method used to ensure the refForward vector remains within the bounds set by the leashing parameters. |
BoundsScaler |
Scales the bounds to impose a larger or smaller bounds than the calculated bounds. |
DefaultDistance |
Initial placement distance. Should be between min and max. |
FaceTrackedObjectWhileClamped |
The object will face the tracked object while the object is outside of the distance/direction bounds defined in this component. |
FaceUserDefinedTargetTransform |
Face a user defined transform rather than using the solver orientation type. |
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. |
IgnoreReferencePitchAndRoll |
Option to ignore the pitch and roll of the reference target |
MaxDistance |
Max distance from eye to element. |
MaxViewHorizontalDegrees |
The horizontal angle from the tracked target forward axis to this object will not exceed this value. |
MaxViewVerticalDegrees |
The vertical angle from the tracked target forward axis to this object will not exceed this value. |
MinDistance |
Min distance from eye to position element around, i.e. the sphere radius. |
MoveLerpTime |
If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates (Inherited from Solver) |
OrientationType |
The desired orientation of this object. |
OrientToControllerDeadzoneDegrees |
The element will not reorient until the angle between the forward vector and vector to the controller is greater then this value. |
PitchOffset |
Pitch offset from reference element (relative to MaxDistance). |
PivotAxis |
Rotation axes used when facing target. |
ReorientWhenOutsideParameters |
The element will only reorient when the object is outside of the distance/direction bounds above. |
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) |
TargetToFace |
Transform this object should face rather than using the solver orientation type. |
TetherAngleSteps |
The division of steps this object can tether to. Higher the number, the more snapping steps. |
UpdateLinkedTransform |
If true, the position and orientation will be calculated, but not applied, for other components to use (Inherited from Solver) |
VerticalMaxDistance |
Max vertical distance between element and reference. |
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() | |
RecalculateBoundsExtents() |
Recalculates the bounds based on the angular clamp mode. |
Recenter() |
Re-centers the target in the next update. |
SnapGoalTo(Vector3, Quaternion, Vector3) |
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) |
SnapGoalTo(Vector3, Quaternion) |
Obsolete.
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) |
SnapTo(Vector3, Quaternion, Vector3) |
Snaps the solver to the desired pose. (Inherited from Solver) |
SnapTo(Vector3, Quaternion) |
Obsolete.
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) |