IMixedRealityNearPointer Interface

Definition

public interface class IMixedRealityNearPointer : Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointer, System::Collections::IEqualityComparer
public interface IMixedRealityNearPointer : Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointer, System.Collections.IEqualityComparer
type IMixedRealityNearPointer = interface
    interface IMixedRealityPointer
    interface IEqualityComparer
Public Interface IMixedRealityNearPointer
Implements IEqualityComparer, IMixedRealityPointer
Derived
Implements

Properties

BaseCursor

The pointer's cursor.

(Inherited from IMixedRealityPointer)
Controller

The pointer's current controller reference.

(Inherited from IMixedRealityPointer)
CursorModifier

The currently active cursor modifier.

(Inherited from IMixedRealityPointer)
FocusTarget

The currently focused target.

(Inherited from IMixedRealityPointer)
InputSourceParent

This pointer's input source parent.

(Inherited from IMixedRealityPointer)
IsActive

Controls whether the pointer dispatches input.

(Inherited from IMixedRealityPointer)
IsFocusLocked

Is the focus for this pointer currently locked?

(Inherited from IMixedRealityPointer)
IsInteractionEnabled

Is the pointer active and have the conditions for the interaction been satisfied to enable the interaction?

(Inherited from IMixedRealityPointer)
IsNearObject

Returns true if the hand is near anything that's grabbable Currently performs a sphere cast in the direction of the hand ray. Currently anything that has a collider is considered "Grabbable" Eventually we need to filter based on things that can respond to grab events.

IsTargetPositionLockedOnFocusLock

Specifies whether the pointer's target position (cursor) is locked to the target object when focus is locked.

(Inherited from IMixedRealityPointer)
PointerId

This pointer's id.

(Inherited from IMixedRealityPointer)
PointerName

This pointer's name.

(Inherited from IMixedRealityPointer)
Position

Pointer position.

(Inherited from IMixedRealityPointer)
PrioritizedLayerMasksOverride

The physics layers to use when performing scene queries.

(Inherited from IMixedRealityPointer)
Rays

The scene query rays.

(Inherited from IMixedRealityPointer)
Result

The scene query pointer result.

(Inherited from IMixedRealityPointer)
Rotation

Pointer rotation.

(Inherited from IMixedRealityPointer)
SceneQueryType

The type of physics scene query to use.

(Inherited from IMixedRealityPointer)
SphereCastRadius

The radius to use when SceneQueryType is set to Sphere or SphereColliders.

(Inherited from IMixedRealityPointer)

Methods

OnPostSceneQuery()

Called after performing the scene query.

(Inherited from IMixedRealityPointer)
OnPreCurrentPointerTargetChange()

Called during the scene query just before the current pointer target changes.

(Inherited from IMixedRealityPointer)
OnPreSceneQuery()

Called before performing the scene query.

(Inherited from IMixedRealityPointer)
Reset()

Resets pointer to initial state. After invoked pointer should be functional and ready for re-use.

(Inherited from IMixedRealityPointer)
TryGetDistanceToNearestSurface(Single)

Near pointers often interact with surfaces.

This method provides a mechanism to get the distance to the closest surface the near pointer is interacting with.

TryGetNearGraspPoint(Vector3)

For near pointer we may want to draw a tether between the pointer and the object.

The visual grasp point (average of index and thumb) may actually be different from the pointer position (the palm).

This method provides a mechanism to get the visual grasp point.

NOTE: Not all near pointers have a grasp point (for example a poke pointer).

TryGetNormalToNearestSurface(Vector3)

Near pointers often interact with surfaces.

This method provides a mechanism to get the normal of the closest surface the near pointer is interacting with.

Applies to