IMixedRealityNearPointer Interface
Definition
Important
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public interface class IMixedRealityNearPointer : Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointer, System::Collections::IEqualityComparer
public interface IMixedRealityNearPointer : Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointer, System.Collections.IEqualityComparer
type IMixedRealityNearPointer = interface
interface IMixedRealityPointer
interface IEqualityComparer
Public Interface IMixedRealityNearPointer
Implements IEqualityComparer, IMixedRealityPointer
- Derived
- Implements
Properties
BaseCursor |
The pointer's cursor. (Inherited from IMixedRealityPointer) |
Controller |
The pointer's current controller reference. (Inherited from IMixedRealityPointer) |
CursorModifier |
The currently active cursor modifier. (Inherited from IMixedRealityPointer) |
FocusTarget |
The currently focused target. (Inherited from IMixedRealityPointer) |
InputSourceParent |
This pointer's input source parent. (Inherited from IMixedRealityPointer) |
IsActive |
Controls whether the pointer dispatches input. (Inherited from IMixedRealityPointer) |
IsFocusLocked |
Is the focus for this pointer currently locked? (Inherited from IMixedRealityPointer) |
IsInteractionEnabled |
Is the pointer active and have the conditions for the interaction been satisfied to enable the interaction? (Inherited from IMixedRealityPointer) |
IsNearObject |
Returns true if the hand is near anything that's grabbable Currently performs a sphere cast in the direction of the hand ray. Currently anything that has a collider is considered "Grabbable" Eventually we need to filter based on things that can respond to grab events. |
IsTargetPositionLockedOnFocusLock |
Specifies whether the pointer's target position (cursor) is locked to the target object when focus is locked. (Inherited from IMixedRealityPointer) |
PointerId |
This pointer's id. (Inherited from IMixedRealityPointer) |
PointerName |
This pointer's name. (Inherited from IMixedRealityPointer) |
Position |
Pointer position. (Inherited from IMixedRealityPointer) |
PrioritizedLayerMasksOverride |
The physics layers to use when performing scene queries. (Inherited from IMixedRealityPointer) |
Rays |
The scene query rays. (Inherited from IMixedRealityPointer) |
Result |
The scene query pointer result. (Inherited from IMixedRealityPointer) |
Rotation |
Pointer rotation. (Inherited from IMixedRealityPointer) |
SceneQueryType |
The type of physics scene query to use. (Inherited from IMixedRealityPointer) |
SphereCastRadius |
The radius to use when SceneQueryType is set to Sphere or SphereColliders. (Inherited from IMixedRealityPointer) |
Methods
OnPostSceneQuery() |
Called after performing the scene query. (Inherited from IMixedRealityPointer) |
OnPreCurrentPointerTargetChange() |
Called during the scene query just before the current pointer target changes. (Inherited from IMixedRealityPointer) |
OnPreSceneQuery() |
Called before performing the scene query. (Inherited from IMixedRealityPointer) |
Reset() |
Resets pointer to initial state. After invoked pointer should be functional and ready for re-use. (Inherited from IMixedRealityPointer) |
TryGetDistanceToNearestSurface(Single) |
Near pointers often interact with surfaces. This method provides a mechanism to get the distance to the closest surface the near pointer is interacting with. |
TryGetNearGraspPoint(Vector3) |
For near pointer we may want to draw a tether between the pointer and the object. The visual grasp point (average of index and thumb) may actually be different from the pointer position (the palm). This method provides a mechanism to get the visual grasp point. NOTE: Not all near pointers have a grasp point (for example a poke pointer). |
TryGetNormalToNearestSurface(Vector3) |
Near pointers often interact with surfaces. This method provides a mechanism to get the normal of the closest surface the near pointer is interacting with. |