Class HandConstraint
Provides a solver that constrains the target to a region safe for hand constrained interactive content. This solver is intended to work with IMixedRealityHand but also works with IMixedRealityController.
Implements
Inherited Members
Namespace: Microsoft.MixedReality.Toolkit.Utilities.Solvers
Assembly: cs.temp.dll.dll
Syntax
public class HandConstraint : Solver, IMixedRealitySourceStateHandler
Fields
autoTransitionBetweenHands
Declaration
protected bool autoTransitionBetweenHands
Field Value
Type | Description |
---|---|
Boolean |
handBounds
Declaration
protected HandBounds handBounds
Field Value
Type | Description |
---|---|
HandBounds |
handStack
Declaration
protected List<IMixedRealityController> handStack
Field Value
Type | Description |
---|---|
List<IMixedRealityController> |
trackedHand
Declaration
protected IMixedRealityController trackedHand
Field Value
Type | Description |
---|---|
IMixedRealityController |
Properties
HideHandCursorsOnActivate
When a hand is activated for tracking, should the cursor(s) be disabled on that hand?
Declaration
public bool HideHandCursorsOnActivate { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
InputSystem
The active instance of the input system.
Declaration
protected IMixedRealityInputSystem InputSystem { get; }
Property Value
Type | Description |
---|---|
IMixedRealityInputSystem |
OnFirstHandDetected
Event which is triggered when zero hands to one hand is tracked.
Declaration
public UnityEvent OnFirstHandDetected { get; set; }
Property Value
Type | Description |
---|---|
UnityEvent |
OnHandActivate
Event which is triggered when a hand begins being tracked.
Declaration
public UnityEvent OnHandActivate { get; set; }
Property Value
Type | Description |
---|---|
UnityEvent |
OnHandDeactivate
Event which is triggered when a hand stops being tracked.
Declaration
public UnityEvent OnHandDeactivate { get; set; }
Property Value
Type | Description |
---|---|
UnityEvent |
OnLastHandLost
Event which is triggered when all hands are lost.
Declaration
public UnityEvent OnLastHandLost { get; set; }
Property Value
Type | Description |
---|---|
UnityEvent |
RotationBehavior
Specifies how the solver should rotate when tracking the hand.
Declaration
public HandConstraint.SolverRotationBehavior RotationBehavior { get; set; }
Property Value
Type | Description |
---|---|
HandConstraint.SolverRotationBehavior |
SafeZone
Which part of the hand to move the tracked object towards. The ulnar side of the hand is recommended for most situations.
Declaration
public HandConstraint.SolverSafeZone SafeZone { get; set; }
Property Value
Type | Description |
---|---|
HandConstraint.SolverSafeZone |
SafeZoneBuffer
Additional offset to apply to the intersection point with the hand bounds.
Declaration
public float SafeZoneBuffer { get; set; }
Property Value
Type | Description |
---|---|
Single |
UpdateWhenOppositeHandNear
Should the solver continue to move when the opposite hand (hand which is not being tracked) is near the tracked hand. This can improve stability when one hand occludes the other."
Declaration
public bool UpdateWhenOppositeHandNear { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Methods
Awake()
Declaration
protected override void Awake()
Overrides
CalculateGoalPosition()
Performs a ray vs AABB test to determine where the solver can constrain the tracked object without intersection. The "safe zone" is calculated as if projected into the horizontal and vertical plane of the camera.
Declaration
protected virtual Vector3 CalculateGoalPosition()
Returns
Type | Description |
---|---|
Vector3 | The new goal position. |
CalculateGoalRotation()
Determines the solver's goal rotation based off of the SolverRotationBehavior.
Declaration
protected virtual Quaternion CalculateGoalRotation()
Returns
Type | Description |
---|---|
Quaternion | The new goal rotation. |
IsHandActive(IMixedRealityController)
Determines if a hand meets the requirements for use with constraining the tracked object.
Declaration
protected virtual bool IsHandActive(IMixedRealityController hand)
Parameters
Type | Name | Description |
---|---|---|
IMixedRealityController | hand | The hand to check against. |
Returns
Type | Description |
---|---|
Boolean | True if this hand should be used from tracking. |
IsOppositeHandNear(IMixedRealityController)
Performs an intersection test to see if the left hand is near the right hand or vice versa.
Declaration
protected virtual bool IsOppositeHandNear(IMixedRealityController hand)
Parameters
Type | Name | Description |
---|---|---|
IMixedRealityController | hand | The hand to check against. |
Returns
Type | Description |
---|---|
Boolean | True, when hands are near each other. |
OnDisable()
Declaration
protected virtual void OnDisable()
OnEnable()
Declaration
protected override void OnEnable()
Overrides
OnSourceDetected(SourceStateEventData)
Declaration
public void OnSourceDetected(SourceStateEventData eventData)
Parameters
Type | Name | Description |
---|---|---|
SourceStateEventData | eventData |
OnSourceLost(SourceStateEventData)
Declaration
public void OnSourceLost(SourceStateEventData eventData)
Parameters
Type | Name | Description |
---|---|---|
SourceStateEventData | eventData |
SolverUpdate()
Should be implemented in derived classes, but Solver can be used to flush shared transform to real transform
Declaration
public override void SolverUpdate()
Overrides
ToggleCursor(Boolean, Boolean)
Enables/disables all cursors on the currently tracked hand.
Declaration
protected virtual IEnumerator ToggleCursor(bool visible, bool frameDelay = false)
Parameters
Type | Name | Description |
---|---|---|
Boolean | visible | Is the cursor visible? |
Boolean | frameDelay | Delay one frame before performing the toggle to allow the pointers to instantiate their cursors. |
Returns
Type | Description |
---|---|
IEnumerator |