Momentum Class
Definition
Important
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Applies acceleration/velocity/friction to simulate momentum for an object being moved by other solvers/components
public ref class Momentum : Microsoft::MixedReality::Toolkit::Utilities::Solvers::Solver
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/Momentum")]
public class Momentum : Microsoft.MixedReality.Toolkit.Utilities.Solvers.Solver
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/Momentum")>]
type Momentum = class
inherit Solver
Public Class Momentum
Inherits Solver
 Inheritance
 Attributes

UnityEngine.AddComponentMenuAttribute
Constructors
Momentum() 
Fields
SolverHandler 
The handler reference for this solver that's attached to this GameObject (Inherited from Solver) 
Properties
AccelerationRate 
Accelerate to goal position at this rate 
GoalPosition 
The final position to be attained (Inherited from Solver) 
GoalRotation 
The final rotation to be attained (Inherited from Solver) 
GoalScale 
The final scale to be attained (Inherited from Solver) 
MoveLerpTime 
If 0, the position will update immediately. Otherwise, the greater this attribute the slower the position updates (Inherited from Solver) 
Resistance 
Friction to slow down the current velocity 
ResistanceVelocityPower 
Apply more resistance when going faster applied resistance is resistance * (velocity ^ resistanceVelocityPower) 
RotateLerpTime 
If 0, the rotation will update immediately. Otherwise, the greater this attribute the slower the rotation updates")] (Inherited from Solver) 
ScaleLerpTime 
If 0, the scale will update immediately. Otherwise, the greater this attribute the slower the scale updates (Inherited from Solver) 
Smoothing 
If true, updates are smoothed to the target. Otherwise, they are snapped to the target (Inherited from Solver) 
SnapZ 
Instantly maintain a constant depth from the view point instead of simulating Zvelocity 
Springiness 
Apply more acceleration if farther from target applied acceleration is accelerationRate + springiness * distance 
UpdateLinkedTransform 
If true, the position and orientation will be calculated, but not applied, for other components to use (Inherited from Solver) 
WorkingPosition 
Automatically uses the shared position if the solver is set to use the 'linked transform'. UpdateLinkedTransform may be set to false, and a solver will automatically update the object directly, and not inherit work done by other solvers to the shared position (Inherited from Solver) 
WorkingRotation 
Rotation version of WorkingPosition (Inherited from Solver) 
WorkingScale 
Scale version of WorkingPosition (Inherited from Solver) 
Methods
AddOffset(Vector3) 
Add an offset position to the target goal position. (Inherited from Solver) 
Awake()  (Inherited from Solver) 
OnDestroy()  (Inherited from Solver) 
OnEnable()  
SnapGoalTo(Vector3, Quaternion) 
Obsolete.
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) 
SnapGoalTo(Vector3, Quaternion, Vector3) 
SnapGoalTo only sets the goal orientation. Not really useful. (Inherited from Solver) 
SnapTo(Vector3, Quaternion) 
Obsolete.
Snaps the solver to the desired pose. (Inherited from Solver) 
SnapTo(Vector3, Quaternion, Vector3) 
Snaps the solver to the desired pose. 
SolverUpdate() 
Should be implemented in derived classes, but Solver can be used to flush shared transform to real transform 
SolverUpdateEntry() 
Tracks lifetime of the solver, disabling it when expired, and finally runs the orientation update logic (Inherited from Solver) 
Start()  (Inherited from Solver) 
UpdateTransformToGoal() 
Updates all object orientations to the goal orientation for this solver, with smoothing accounted for (smoothing may be off) (Inherited from Solver) 
UpdateWorkingPositionToGoal() 
Updates only the working position to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingRotationToGoal() 
Updates only the working rotation to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingScaleToGoal() 
Updates only the working scale to goal with smoothing, if enabled (Inherited from Solver) 
UpdateWorkingToGoal() 
Updates the Working orientation (which may be the object, or the shared orientation) to the goal with smoothing, if enabled (Inherited from Solver) 