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  • Reference
  • Microsoft.MixedReality.WorldLocking.Core
  • IAttachmentPointManager
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      • Microsoft.MixedReality.WorldLocking.ASA
        • IBinder
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        • Diagnostics.Record
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        • Fragment
        • HeadPoseTrackerCamera
        • HeadPoseTrackerXR
        • IAlignmentManager
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        • IAttachmentPoint
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        • IOrientable
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        • ResourceMirror.CompareToResource<ItemType, ResourceType>
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        • StatusToText
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        • WorldAnchorAdapter
        • WorldLockingSetup

    Interface IAttachmentPointManager

    Interface for application creation and manipulation of attachment points. In particular, the creation and release of attachment points must be conducted through the IAttachmentPointManager.

    Namespace: Microsoft.MixedReality.WorldLocking.Core
    Assembly: cs.temp.dll.dll
    Syntax
    public interface IAttachmentPointManager
    Remarks

    Obtain access to the attachment point manager through the WorldLockingManager.

    Methods

    CreateAttachmentPoint(Vector3, IAttachmentPoint, AdjustLocationDelegate, AdjustStateDelegate)

    Create and register a new attachment point.

    Declaration
    IAttachmentPoint CreateAttachmentPoint(Vector3 frozenPosition, IAttachmentPoint context, AdjustLocationDelegate locationHandler, AdjustStateDelegate stateHandler)
    Parameters
    Type Name Description
    Vector3 frozenPosition

    The position in the frozen space at which to start the attachment point

    IAttachmentPoint context

    The optional context into which to create the attachment point (may be null)

    AdjustLocationDelegate locationHandler

    Delegate to handle Frozen World engine system adjustments to position

    AdjustStateDelegate stateHandler

    Delegate to handle Frozen World engine connectivity changes

    Returns
    Type Description
    IAttachmentPoint

    The new attachment point interface.

    Remarks

    The attachment point itself is a fairly opaque handle. Its effects are propagated to the client via the two handlers associated with it. The context interface is optional. It should be given if the new attachment point is conceptually spawned from an existing attachment point (or its target object). If null, then conceptually the new attachment point was spawned from the current camera. The attachment point itself is a fairly opaque handle. The actual adjustments are made via notifications through the two delegates passed into the creation. The locationHandler is strictly to notify of adjustments when refitting (Merge or Refreeze). The stateHandler notifies whether this attachment point is "connected" with the current fragment. Both handlers are optional and may be null.

    MoveAttachmentPoint(IAttachmentPoint, Vector3)

    Move (as opposed to Teleport) means that the object is meant to have traversed frozen space from its old position to the given new position on some continuous path.

    Declaration
    void MoveAttachmentPoint(IAttachmentPoint attachPointIface, Vector3 newFrozenPosition)
    Parameters
    Type Name Description
    IAttachmentPoint attachPointIface
    Vector3 newFrozenPosition

    The new position in frozen space

    Remarks

    Not to be used for automatic (i.e. FrozenWorld Engine instigated) moves. Use this for continuous movement through space. For discontinuous movement (i.e. teleportation), use TeleportAttachmentPoint(IAttachmentPoint, Vector3, IAttachmentPoint)

    ReleaseAttachmentPoint(IAttachmentPoint)

    Release an attachment point for disposal. The attachment point is no longer valid after this call. This also un-registers the handlers (if any) given when it was created.

    Declaration
    void ReleaseAttachmentPoint(IAttachmentPoint attachPointIface)
    Parameters
    Type Name Description
    IAttachmentPoint attachPointIface

    The attachment point to release.

    Remarks

    In the unlikely circumstance that another attachment point has been spawned from this one but has not yet been processed (is still in the pending queue), that relationship is broken on release of this one, and when the other attachment point is finally processed, it will be as if it was created with a null context.

    TeleportAttachmentPoint(IAttachmentPoint, Vector3, IAttachmentPoint)

    Teleport (as opposed to Move) means that the object is meant to have disappeared at its old position and instantaneously reappeared at its new position in frozen space without traversing the space in between.

    Declaration
    void TeleportAttachmentPoint(IAttachmentPoint attachPointIface, Vector3 newFrozenPosition, IAttachmentPoint context)
    Parameters
    Type Name Description
    IAttachmentPoint attachPointIface

    The attachment point to teleport

    Vector3 newFrozenPosition

    The position to teleport to.

    IAttachmentPoint context

    The optional context.

    Remarks

    Use this for discontinuous movement through space (i.e. teleportation). For continuous movement, use MoveAttachmentPoint(IAttachmentPoint, Vector3). This is equivalent to releasing the attachment point (ReleaseAttachmentPoint(IAttachmentPoint)) and creating it (CreateAttachmentPoint(Vector3, IAttachmentPoint, AdjustLocationDelegate, AdjustStateDelegate)) at the new location in the given context, except that using Teleport allows the reference to the existing attachment point to remains valid.

    In This Article
    • Methods
      • CreateAttachmentPoint(Vector3, IAttachmentPoint, AdjustLocationDelegate, AdjustStateDelegate)
      • MoveAttachmentPoint(IAttachmentPoint, Vector3)
      • ReleaseAttachmentPoint(IAttachmentPoint)
      • TeleportAttachmentPoint(IAttachmentPoint, Vector3, IAttachmentPoint)
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