PinchSpring Class
Definition
Important
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Simulates a point mass on a spring that can be used as a grabbable handle.
public ref class PinchSpring : UnityEngine::MonoBehaviour, Microsoft::MixedReality::Toolkit::Input::IMixedRealityFocusHandler, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointerHandler, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.RequireComponent(typeof(Microsoft.MixedReality.Toolkit.Input.NearInteractionGrabbable))]
public class PinchSpring : UnityEngine.MonoBehaviour, Microsoft.MixedReality.Toolkit.Input.IMixedRealityFocusHandler, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointerHandler, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.RequireComponent(typeof(Microsoft.MixedReality.Toolkit.Input.NearInteractionGrabbable))>]
type PinchSpring = class
inherit MonoBehaviour
interface IMixedRealityPointerHandler
interface IEventSystemHandler
interface IMixedRealityFocusHandler
Public Class PinchSpring
Inherits MonoBehaviour
Implements IEventSystemHandler, IMixedRealityFocusHandler, IMixedRealityPointerHandler
- Inheritance
-
UnityEngine.MonoBehaviourPinchSpring
- Attributes
-
UnityEngine.RequireComponentAttribute
- Implements
Constructors
PinchSpring() |
Properties
HandleAnchor |
The static anchor point of the spring. |
HandleConnector |
The visuals to connect the anchor to the tip. This object will be scaled along the local z-axis. |
HandleTip |
The object that acts as the point mass in the spring system. |
HandleTipInterpolateSpeed |
How quickly to move the tip when interpolation the position and scale. |
RestingDirection |
The direction the tip should be positioned from the anchor when the spring is at rest. |
RestingDistance |
How far the tip should rest from the anchor when the spring is at rest. |
RestingFocusedDistance |
How far the tip should be positioned from the anchor when the spring is at rest and focused. |
SnapDistance |
Distance (in meters) to switch from interpolation to snapping to the grasp point when being manipulated. |
SpringDampening |
The percentage of velocity to remove from the point mass each frame. |
SpringStiffness |
The constant factor characteristic of the spring, or stiffness. |
TipMass |
The mass (in kilograms) of the tip. |
Methods
OnFocusEnter(FocusEventData) |
The Focus Enter event is raised on this GameObject whenever a IMixedRealityPointer's focus enters this GameObject's Collider. |
OnFocusExit(FocusEventData) |
The Focus Exit event is raised on this GameObject whenever a IMixedRealityPointer's focus leaves this GameObject's Collider. |
OnPointerClicked(MixedRealityPointerEventData) |
When a pointer clicked event is raised, this method is used to pass along the event data to the input handler. |
OnPointerDown(MixedRealityPointerEventData) |
When a pointer down event is raised, this method is used to pass along the event data to the input handler. |
OnPointerDragged(MixedRealityPointerEventData) |
Called every frame a pointer is down. Can be used to implement drag-like behaviors. |
OnPointerUp(MixedRealityPointerEventData) |
When a pointer up event is raised, this method is used to pass along the event data to the input handler. |