Interface IMixedRealityPointer
Interface for handling pointers.
Namespace: Microsoft.MixedReality.Toolkit.Input
Assembly: cs.temp.dll.dll
Syntax
public interface IMixedRealityPointer : IEqualityComparer
Properties
BaseCursor
The pointer's cursor.
Declaration
IMixedRealityCursor BaseCursor { get; set; }
Property Value
Type | Description |
---|---|
IMixedRealityCursor |
Controller
The pointer's current controller reference.
Declaration
IMixedRealityController Controller { get; set; }
Property Value
Type | Description |
---|---|
IMixedRealityController |
CursorModifier
The currently active cursor modifier.
Declaration
ICursorModifier CursorModifier { get; set; }
Property Value
Type | Description |
---|---|
ICursorModifier |
FocusTarget
The currently focused target.
Declaration
IMixedRealityFocusHandler FocusTarget { get; set; }
Property Value
Type | Description |
---|---|
IMixedRealityFocusHandler |
InputSourceParent
This pointer's input source parent.
Declaration
IMixedRealityInputSource InputSourceParent { get; }
Property Value
Type | Description |
---|---|
IMixedRealityInputSource |
IsActive
Controls whether the pointer dispatches input..
Declaration
bool IsActive { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
IsFocusLocked
Is the focus for this pointer currently locked?
Declaration
bool IsFocusLocked { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
IsInteractionEnabled
Is the pointer active and have the conditions for the interaction been satisfied to enable the interaction?
Declaration
bool IsInteractionEnabled { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsTargetPositionLockedOnFocusLock
Specifies whether the pointer's target position (cursor) is locked to the target object when focus is locked.
Declaration
bool IsTargetPositionLockedOnFocusLock { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
PointerId
This pointer's id.
Declaration
uint PointerId { get; }
Property Value
Type | Description |
---|---|
UInt32 |
PointerName
This pointer's name.
Declaration
string PointerName { get; set; }
Property Value
Type | Description |
---|---|
String |
Position
Pointer position.
Declaration
Vector3 Position { get; }
Property Value
Type | Description |
---|---|
Vector3 |
PrioritizedLayerMasksOverride
The physics layers to use when performing scene queries.
Declaration
LayerMask[] PrioritizedLayerMasksOverride { get; set; }
Property Value
Type | Description |
---|---|
LayerMask[] |
Remarks
If set, will override the IMixedRealityInputSystem's default scene query layer mask array.
Examples
Allow the pointer to hit SR, but first prioritize any DefaultRaycastLayers (potentially behind SR)
int sr = LayerMask.GetMask("SR");
int nonSR = Physics.DefaultRaycastLayers & ~sr;
IMixedRealityPointer.PrioritizedLayerMasksOverride = new LayerMask[] { nonSR, sr };
Rays
The scene query rays.
Declaration
RayStep[] Rays { get; }
Property Value
Type | Description |
---|---|
RayStep[] |
Result
The scene query pointer result.
Declaration
IPointerResult Result { get; set; }
Property Value
Type | Description |
---|---|
IPointerResult |
Rotation
Pointer rotation.
Declaration
Quaternion Rotation { get; }
Property Value
Type | Description |
---|---|
Quaternion |
SceneQueryType
The type of physics scene query to use.
Declaration
SceneQueryType SceneQueryType { get; set; }
Property Value
Type | Description |
---|---|
SceneQueryType |
SphereCastRadius
The radius to use when SceneQueryType is set to Sphere or SphereColliders.
Declaration
float SphereCastRadius { get; set; }
Property Value
Type | Description |
---|---|
Single |
Methods
OnPostSceneQuery()
Called after performing the scene query.
Declaration
void OnPostSceneQuery()
OnPreCurrentPointerTargetChange()
Called during the scene query just before the current pointer target changes.
Declaration
void OnPreCurrentPointerTargetChange()
OnPreSceneQuery()
Called before performing the scene query.
Declaration
void OnPreSceneQuery()