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    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 its base class.

    Inheritance
    Object
    Solver
    HandConstraint
    HandConstraintPalmUp
    Inherited Members
    HandConstraint.SafeZone
    HandConstraint.SafeZoneBuffer
    HandConstraint.UpdateWhenOppositeHandNear
    HandConstraint.HideHandCursorsOnActivate
    HandConstraint.RotationBehavior
    HandConstraint.OffsetBehavior
    HandConstraint.ForwardOffset
    HandConstraint.SafeZoneAngleOffset
    HandConstraint.OnHandActivate
    HandConstraint.OnHandDeactivate
    HandConstraint.OnFirstHandDetected
    HandConstraint.OnLastHandLost
    HandConstraint.Handedness
    HandConstraint.trackedController
    HandConstraint.handBounds
    HandConstraint.SolverUpdate()
    HandConstraint.CalculateGoalPosition()
    HandConstraint.CalculateGoalRotation()
    HandConstraint.ToggleCursors(IMixedRealityController, Boolean, Boolean)
    HandConstraint.IsOppositeHandNear(IMixedRealityController)
    HandConstraint.GetController(Handedness)
    Solver.UpdateLinkedTransform
    Solver.MoveLerpTime
    Solver.RotateLerpTime
    Solver.ScaleLerpTime
    Solver.Smoothing
    Solver.SolverHandler
    Solver.GoalPosition
    Solver.GoalRotation
    Solver.GoalScale
    Solver.WorkingPosition
    Solver.WorkingRotation
    Solver.WorkingScale
    Solver.Awake()
    Solver.Start()
    Solver.OnDestroy()
    Solver.SolverUpdateEntry()
    Solver.SnapTo(Vector3, Quaternion, Vector3)
    Solver.SnapGoalTo(Vector3, Quaternion, Vector3)
    Solver.SnapTo(Vector3, Quaternion)
    Solver.SnapGoalTo(Vector3, Quaternion)
    Solver.AddOffset(Vector3)
    Solver.SmoothTo(Vector3, Vector3, Single, Single)
    Solver.SmoothTo(Quaternion, Quaternion, Single, Single)
    Solver.UpdateTransformToGoal()
    Solver.UpdateWorkingToGoal()
    Solver.UpdateWorkingPositionToGoal()
    Solver.UpdateWorkingRotationToGoal()
    Solver.UpdateWorkingScaleToGoal()
    Namespace: Microsoft.MixedReality.Toolkit.Utilities.Solvers
    Assembly: cs.temp.dll.dll
    Syntax
    public class HandConstraintPalmUp : HandConstraint

    Properties

    EyeGazeProximityThreshold

    The distance threshold calculated between the planar intersection of the eye gaze ray and the activation transform. Uses square magnitude between two points for distance

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

    FacingCameraTrackingThreshold

    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 FacingCameraTrackingThreshold { get; set; }
    Property Value
    Type Description
    Single

    FacingThreshold

    Declaration
    [Obsolete("Use FacingCameraTrackingThreshold property instead")]
    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

    FollowHandCameraFacingThresholdAngle

    Angle (in degrees) between hand up and camera forward, below which the hand menu follows the gaze, if followHandUntilFacingCamera is active.

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

    FollowHandUntilFacingCamera

    With this active, solver will follow hand rotation until the menu is sufficiently aligned with the gaze, at which point it faces the camera.

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

    HeadGazeProximityThreshold

    The distance threshold calculated between the planar intersection of the head gaze ray and the activation transform. Uses square magnitude between two points for distance This is used if eye gaze isn't available for the user

    Declaration
    public float HeadGazeProximityThreshold { 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

    UseGazeActivation

    With this active, solver will activate after the palm threshold has been met and the user gazes at the activation point. If eye gaze information is not available, the head gaze will be used.

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

    Methods

    IsValidController(IMixedRealityController)

    Determines if a controller meets the requirements for use with constraining the tracked object and determines if the palm is currently facing the user. This function will modify the position and rotation behavior of the hand constraint if the followHandUntilFacingCamera variable is enabled.

    Declaration
    protected override bool IsValidController(IMixedRealityController controller)
    Parameters
    Type Name Description
    IMixedRealityController controller

    The hand to check against.

    Returns
    Type Description
    Boolean

    True if this hand should be used for tracking.

    Overrides
    HandConstraint.IsValidController(IMixedRealityController)

    OnEnable()

    When enabled, ensure that there are no outlying status changes that would prevent HandConstraintPalmUp from properly working (like gazeActivationAlreadyTriggered being set to true previously)

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

    StartWorldLockReattachCheckCoroutine()

    Coroutine function called by the ManipulationHandler of the attached object whenever the object is done being manipulated by the user. This triggers a coroutine that checks to see whether the object should reattach to the hand.

    Declaration
    public void StartWorldLockReattachCheckCoroutine()
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