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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 it's base class.

    Inheritance
    Object
    Solver
    HandConstraint
    HandConstraintPalmUp
    Implements
    IMixedRealitySourceStateHandler
    Inherited Members
    HandConstraint.SafeZone
    HandConstraint.SafeZoneBuffer
    HandConstraint.UpdateWhenOppositeHandNear
    HandConstraint.HideHandCursorsOnActivate
    HandConstraint.RotationBehavior
    HandConstraint.OnHandActivate
    HandConstraint.OnHandDeactivate
    HandConstraint.OnFirstHandDetected
    HandConstraint.OnLastHandLost
    HandConstraint.trackedHand
    HandConstraint.handStack
    HandConstraint.handBounds
    HandConstraint.autoTransitionBetweenHands
    HandConstraint.InputSystem
    HandConstraint.SolverUpdate()
    HandConstraint.CalculateGoalPosition()
    HandConstraint.CalculateGoalRotation()
    HandConstraint.ToggleCursor(Boolean, Boolean)
    HandConstraint.IsOppositeHandNear(IMixedRealityController)
    HandConstraint.Awake()
    HandConstraint.OnEnable()
    HandConstraint.OnDisable()
    HandConstraint.OnSourceDetected(SourceStateEventData)
    HandConstraint.OnSourceLost(SourceStateEventData)
    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.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, IMixedRealitySourceStateHandler

    Properties

    FacingThreshold

    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 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

    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

    Methods

    IsHandActive(IMixedRealityController)

    Determines if a hand meets the requirements for use with constraining the tracked object and determines if the palm is currently facing the user.

    Declaration
    protected override bool IsHandActive(IMixedRealityController hand)
    Parameters
    Type Name Description
    IMixedRealityController hand

    The hand to check against.

    Returns
    Type Description
    Boolean

    True if this hand should be used from tracking.

    Overrides
    HandConstraint.IsHandActive(IMixedRealityController)

    Implements

    IMixedRealitySourceStateHandler
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