Class HandConstraintPalmUp
Augments the HandConstraint to also check if the palm is facing the user before activation. This solver only works with IMixedRealityHand controllers, with other IMixedRealityController types this solver will behave just like it's base class.
Implements
Inherited Members
Namespace: Microsoft.MixedReality.Toolkit.Utilities.Solvers
Assembly: cs.temp.dll.dll
Syntax
public class HandConstraintPalmUp : HandConstraint, IMixedRealitySourceStateHandler
Properties
FacingThreshold
The angle (in degrees) of the cone between the palm's up and camera's forward have to match. Only supported by IMixedRealityHand controllers.
Declaration
public float FacingThreshold { get; set; }
Property Value
Type | Description |
---|---|
Single |
FlatHandThreshold
The angle (in degrees) of the cone between the palm's up and triangle's normal formed from the palm, to index, to ring finger tip have to match. Only supported by IMixedRealityHand controllers.
Declaration
public float FlatHandThreshold { get; set; }
Property Value
Type | Description |
---|---|
Single |
RequireFlatHand
Do the fingers on the hand need to be straightened, rather than curled, to form a flat hand shape. Only supported by IMixedRealityHand controllers.
Declaration
public bool RequireFlatHand { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
Methods
IsHandActive(IMixedRealityController)
Determines if a hand meets the requirements for use with constraining the tracked object and determines if the palm is currently facing the user.
Declaration
protected override 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. |