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    Class GGVPointer

    This class allows for HoloLens 1 style input, using a far gaze ray for focus with hand and gesture-based input and interaction across it.

    Inheritance
    Object
    InputSystemGlobalHandlerListener
    GGVPointer
    Implements
    IMixedRealityPointer
    IEqualityComparer
    IMixedRealityInputHandler
    IMixedRealityBaseInputHandler
    IMixedRealityInputHandler<MixedRealityPose>
    IMixedRealitySourceStateHandler
    IEventSystemHandler
    Inherited Members
    InputSystemGlobalHandlerListener.Start()
    InputSystemGlobalHandlerListener.EnsureInputSystemValid()
    Namespace: Microsoft.MixedReality.Toolkit.Input
    Assembly: cs.temp.dll.dll
    Syntax
    public class GGVPointer : InputSystemGlobalHandlerListener, IMixedRealityPointer, IEqualityComparer, IMixedRealityInputHandler, IMixedRealityBaseInputHandler, IMixedRealityInputHandler<MixedRealityPose>, IMixedRealitySourceStateHandler, IEventSystemHandler
    Remarks

    GGV stands for gaze, gesture, and voice. This pointer's position is given by hand position (grip pose), and the input focus is given by head gaze.

    Properties

    BaseCursor

    The pointer's cursor.

    Declaration
    public IMixedRealityCursor BaseCursor { get; set; }
    Property Value
    Type Description
    IMixedRealityCursor

    Controller

    The pointer's current controller reference.

    Declaration
    public IMixedRealityController Controller { get; set; }
    Property Value
    Type Description
    IMixedRealityController

    CursorModifier

    The currently active cursor modifier.

    Declaration
    public ICursorModifier CursorModifier { get; set; }
    Property Value
    Type Description
    ICursorModifier

    FocusTarget

    Declaration
    public IMixedRealityFocusHandler FocusTarget { get; set; }
    Property Value
    Type Description
    IMixedRealityFocusHandler

    InputSourceParent

    This pointer's input source parent.

    Declaration
    public IMixedRealityInputSource InputSourceParent { get; }
    Property Value
    Type Description
    IMixedRealityInputSource

    IsActive

    Controls whether the pointer dispatches input..

    Declaration
    public bool IsActive { get; set; }
    Property Value
    Type Description
    Boolean

    IsFocusLocked

    Is the focus for this pointer currently locked?

    Declaration
    public 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
    public 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
    public bool IsTargetPositionLockedOnFocusLock { get; set; }
    Property Value
    Type Description
    Boolean

    PointerId

    This pointer's id.

    Declaration
    public uint PointerId { get; }
    Property Value
    Type Description
    UInt32

    PointerName

    This pointer's name.

    Declaration
    public string PointerName { get; set; }
    Property Value
    Type Description
    String

    Position

    Pointer position.

    Declaration
    public virtual Vector3 Position { get; }
    Property Value
    Type Description
    Vector3

    PrioritizedLayerMasksOverride

    Declaration
    public LayerMask[] PrioritizedLayerMasksOverride { get; set; }
    Property Value
    Type Description
    LayerMask[]

    Rays

    Declaration
    public RayStep[] Rays { get; protected set; }
    Property Value
    Type Description
    RayStep[]

    Result

    The scene query pointer result.

    Declaration
    public IPointerResult Result { get; set; }
    Property Value
    Type Description
    IPointerResult

    Rotation

    Pointer rotation.

    Declaration
    public virtual Quaternion Rotation { get; }
    Property Value
    Type Description
    Quaternion

    SceneQueryType

    The type of physics scene query to use.

    Declaration
    public virtual SceneQueryType SceneQueryType { get; set; }
    Property Value
    Type Description
    SceneQueryType

    SphereCastRadius

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

    Declaration
    public float SphereCastRadius { get; set; }
    Property Value
    Type Description
    Single

    Methods

    Equals(Object)

    Declaration
    public override bool Equals(object obj)
    Parameters
    Type Name Description
    Object obj
    Returns
    Type Description
    Boolean

    GetHashCode()

    Declaration
    public override int GetHashCode()
    Returns
    Type Description
    Int32

    OnDisable()

    Declaration
    protected override void OnDisable()
    Overrides
    InputSystemGlobalHandlerListener.OnDisable()

    OnEnable()

    Declaration
    protected override void OnEnable()
    Overrides
    InputSystemGlobalHandlerListener.OnEnable()

    OnInputChanged(InputEventData<MixedRealityPose>)

    Declaration
    public void OnInputChanged(InputEventData<MixedRealityPose> eventData)
    Parameters
    Type Name Description
    InputEventData<MixedRealityPose> eventData

    OnInputDown(InputEventData)

    Input Down updates from Interactions, Keys, or any other simple input.

    Declaration
    public void OnInputDown(InputEventData eventData)
    Parameters
    Type Name Description
    InputEventData eventData

    OnInputUp(InputEventData)

    Input Up updates from Interactions, Keys, or any other simple input.

    Declaration
    public void OnInputUp(InputEventData eventData)
    Parameters
    Type Name Description
    InputEventData eventData

    OnPostSceneQuery()

    Called after performing the scene query.

    Declaration
    public void OnPostSceneQuery()

    OnPreCurrentPointerTargetChange()

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

    Declaration
    public void OnPreCurrentPointerTargetChange()

    OnPreSceneQuery()

    Called before performing the scene query.

    Declaration
    public void OnPreSceneQuery()

    OnSourceDetected(SourceStateEventData)

    Raised when a source is detected.

    Declaration
    public void OnSourceDetected(SourceStateEventData eventData)
    Parameters
    Type Name Description
    SourceStateEventData eventData

    OnSourceLost(SourceStateEventData)

    Raised when a source is lost.

    Declaration
    public void OnSourceLost(SourceStateEventData eventData)
    Parameters
    Type Name Description
    SourceStateEventData eventData

    RegisterHandlers()

    Overload this method to specify, which global events component wants to listen to. Use RegisterHandler API of InputSystem

    Declaration
    protected override void RegisterHandlers()
    Overrides
    InputSystemGlobalHandlerListener.RegisterHandlers()

    Reset()

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

    Declaration
    public void Reset()
    Remarks

    Useful for caching and recycling of pointers

    UnregisterHandlers()

    Overload this method to specify, which global events component should stop listening to. Use UnregisterHandler API of InputSystem

    Declaration
    protected override void UnregisterHandlers()
    Overrides
    InputSystemGlobalHandlerListener.UnregisterHandlers()

    Implements

    IMixedRealityPointer
    IEqualityComparer
    IMixedRealityInputHandler
    IMixedRealityBaseInputHandler
    IMixedRealityInputHandler<T>
    IMixedRealitySourceStateHandler
    IEventSystemHandler
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