/// <inheritdoc/>
        protected override IMixedRealityServiceConfiguration GetDataProviderConfiguration(int index)
        {
            MixedRealityInputSystemProfile targetProfile = target as MixedRealityInputSystemProfile;

            if (targetProfile != null)
            {
                var configurations = targetProfile.DataProviderConfigurations;
                if (configurations != null && index >= 0 && index < configurations.Length)
                {
                    return(configurations[index]);
                }
            }

            return(null);
        }
Esempio n. 2
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        /// <summary>
        /// Toggles hand mesh visualization
        /// </summary>
        public void OnToggleHandMesh()
        {
            MixedRealityInputSystemProfile inputSystemProfile = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile == null)
            {
                return;
            }

            MixedRealityHandTrackingProfile handTrackingProfile = inputSystemProfile.HandTrackingProfile;

            if (handTrackingProfile != null)
            {
                handTrackingProfile.EnableHandMeshVisualization = !handTrackingProfile.EnableHandMeshVisualization;
            }
        }
Esempio n. 3
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        protected override void OnEnable()
        {
            base.OnEnable();

            inputSystemProfile = thisProfile.ParentProfile as MixedRealityInputSystemProfile;
            Debug.Assert(inputSystemProfile != null);

            if (inputSystemProfile.InputActionsProfile == null)
            {
                return;
            }

            recognizerStartBehaviour   = serializedObject.FindProperty("startBehavior");
            recognitionConfidenceLevel = serializedObject.FindProperty("recognitionConfidenceLevel");
            speechCommands             = serializedObject.FindProperty("speechCommands");
            actionLabels = inputSystemProfile.InputActionsProfile.InputActions.Select(action => new GUIContent(action.Description)).Prepend(new GUIContent("None")).ToArray();
            actionIds    = inputSystemProfile.InputActionsProfile.InputActions.Select(action => (int)action.Id).Prepend(0).ToArray();
        }
        protected override void OnEnable()
        {
            base.OnEnable();

            inputSystemProfile = ThisProfile.ParentProfile as MixedRealityInputSystemProfile;

            if (inputSystemProfile.IsNull() ||
                inputSystemProfile.InputActionsProfile == null)
            {
                return;
            }

            startBehavior = serializedObject.FindProperty(nameof(startBehavior));
            recognitionConfidenceLevel = serializedObject.FindProperty(nameof(recognitionConfidenceLevel));
            speechCommands             = serializedObject.FindProperty(nameof(speechCommands));
            actionLabels = inputSystemProfile.InputActionsProfile.InputActions.Select(action => new GUIContent(action.Description)).Prepend(new GUIContent("None")).ToArray();
            actionIds    = inputSystemProfile.InputActionsProfile.InputActions.Select(action => (int)action.Id).Prepend(0).ToArray();
        }
Esempio n. 5
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        /// <summary>
        /// Turns the MRTK hand visualization off when the scene is loaded, to defer to the sample scene's representation.
        /// </summary>
        private void Start()
        {
            MixedRealityInputSystemProfile inputSystemProfile = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile == null)
            {
                return;
            }

            handTrackingProfile = inputSystemProfile.HandTrackingProfile;
            if (handTrackingProfile != null)
            {
                originalHandMeshVisualization  = handTrackingProfile.EnableHandMeshVisualization;
                originalHandJointVisualization = handTrackingProfile.EnableHandJointVisualization;
                handTrackingProfile.EnableHandMeshVisualization  = false;
                handTrackingProfile.EnableHandJointVisualization = false;
            }
        }
Esempio n. 6
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        private void DrawRigidBodyWarning()
        {
            // Check if rigidbody is attached - if so show warning in case input profile is not configured for individual collider raycast
            Rigidbody rigidBody = boundsControl.GetComponent <Rigidbody>();

            if (rigidBody != null)
            {
                MixedRealityInputSystemProfile profile = Microsoft.MixedReality.Toolkit.CoreServices.InputSystem?.InputSystemProfile;
                if (profile != null && profile.FocusIndividualCompoundCollider == false)
                {
                    EditorGUILayout.Space();
                    // Show warning and button to reconfigure profile
                    EditorGUILayout.HelpBox($"When using Bounds Control in combination with Rigidbody 'Focus Individual Compound Collider' must be enabled in Input Profile.", UnityEditor.MessageType.Warning);
                    if (GUILayout.Button($"Enable 'Focus Individual Compound Collider' in Input Profile"))
                    {
                        profile.FocusIndividualCompoundCollider = true;
                    }

                    EditorGUILayout.Space();
                }
            }
        }
        protected override void OnEnable()
        {
            base.OnEnable();

            gestures = serializedObject.FindProperty("gestures");

            gesturesProfile = target as MixedRealityGesturesProfile;
            Debug.Assert(gesturesProfile != null);

            inputSystemProfile = gesturesProfile.ParentProfile as MixedRealityInputSystemProfile;
            Debug.Assert(inputSystemProfile != null);

            if (inputSystemProfile.InputActionsProfile != null)
            {
                actionLabels = inputSystemProfile.InputActionsProfile.InputActions
                               .Select(action => new GUIContent(action.Description))
                               .Prepend(new GUIContent("None")).ToArray();
                actionIds = inputSystemProfile.InputActionsProfile.InputActions
                            .Select(action => (int)action.Id)
                            .Prepend(0).ToArray();
            }

            UpdateGestureLabels();
        }
        public void UpdateHandMesh(SpatialInteractionSourceState sourceState)
        {
            using (UpdateHandMeshPerfMarker.Auto())
            {
                MixedRealityHandTrackingProfile handTrackingProfile = null;
                MixedRealityInputSystemProfile  inputSystemProfile  = CoreServices.InputSystem?.InputSystemProfile;
                if (inputSystemProfile != null)
                {
                    handTrackingProfile = inputSystemProfile.HandTrackingProfile;
                }

                if (handTrackingProfile == null || !handTrackingProfile.EnableHandMeshVisualization)
                {
                    // If hand mesh visualization is disabled make sure to destroy our hand mesh observer if it has already been created
                    if (handMeshObserver != null)
                    {
                        // Notify that hand mesh has been updated (cleared)
                        HandMeshInfo handMeshInfo = new HandMeshInfo();
                        CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
                        hasRequestedHandMeshObserver = false;
                        handMeshObserver             = null;
                    }
                    return;
                }

                HandPose handPose = sourceState.TryGetHandPose();

                // Accessing the hand mesh data involves copying quite a bit of data, so only do it if application requests it.
                if (handMeshObserver == null && !hasRequestedHandMeshObserver)
                {
                    SetHandMeshObserver(sourceState);
                    hasRequestedHandMeshObserver = true;
                }

                if (handMeshObserver != null && handPose != null)
                {
                    if (handMeshTriangleIndices == null)
                    {
                        handMeshTriangleIndices      = new ushort[handMeshObserver.TriangleIndexCount];
                        handMeshTriangleIndicesUnity = new int[handMeshObserver.TriangleIndexCount];
                        handMeshObserver.GetTriangleIndices(handMeshTriangleIndices);

                        Array.Copy(handMeshTriangleIndices, handMeshTriangleIndicesUnity, (int)handMeshObserver.TriangleIndexCount);

                        // Compute neutral pose
                        Vector3[]           neutralPoseVertices     = new Vector3[handMeshObserver.VertexCount];
                        HandPose            neutralPose             = handMeshObserver.NeutralPose;
                        var                 neutralVertexAndNormals = new HandMeshVertex[handMeshObserver.VertexCount];
                        HandMeshVertexState handMeshVertexState     = handMeshObserver.GetVertexStateForPose(neutralPose);
                        handMeshVertexState.GetVertices(neutralVertexAndNormals);

                        Parallel.For(0, handMeshObserver.VertexCount, i =>
                        {
                            neutralVertexAndNormals[i].Position.ConvertToUnityVector3(ref neutralPoseVertices[i]);
                        });

                        // Compute UV mapping
                        InitializeUVs(neutralPoseVertices);
                    }

                    if (vertexAndNormals == null)
                    {
                        vertexAndNormals      = new HandMeshVertex[handMeshObserver.VertexCount];
                        handMeshVerticesUnity = new Vector3[handMeshObserver.VertexCount];
                        handMeshNormalsUnity  = new Vector3[handMeshObserver.VertexCount];
                    }

                    if (vertexAndNormals != null && handMeshTriangleIndices != null)
                    {
                        var handMeshVertexState = handMeshObserver.GetVertexStateForPose(handPose);
                        handMeshVertexState.GetVertices(vertexAndNormals);

                        var meshTransform = handMeshVertexState.CoordinateSystem.TryGetTransformTo(WindowsMixedRealityUtilities.SpatialCoordinateSystem);
                        if (meshTransform.HasValue)
                        {
                            System.Numerics.Matrix4x4.Decompose(meshTransform.Value,
                                                                out System.Numerics.Vector3 scale,
                                                                out System.Numerics.Quaternion rotation,
                                                                out System.Numerics.Vector3 translation);

                            Parallel.For(0, handMeshObserver.VertexCount, i =>
                            {
                                vertexAndNormals[i].Position.ConvertToUnityVector3(ref handMeshVerticesUnity[i]);
                                vertexAndNormals[i].Normal.ConvertToUnityVector3(ref handMeshNormalsUnity[i]);
                            });

                            /// Hands should follow the Playspace to accommodate teleporting, so fold in the Playspace transform.
                            Vector3    positionUnity = MixedRealityPlayspace.TransformPoint(translation.ToUnityVector3());
                            Quaternion rotationUnity = MixedRealityPlayspace.Rotation * rotation.ToUnityQuaternion();

                            HandMeshInfo handMeshInfo = new HandMeshInfo
                            {
                                vertices  = handMeshVerticesUnity,
                                normals   = handMeshNormalsUnity,
                                triangles = handMeshTriangleIndicesUnity,
                                uvs       = handMeshUVsUnity,
                                position  = positionUnity,
                                rotation  = rotationUnity
                            };

                            CoreServices.InputSystem?.RaiseHandMeshUpdated(InputSource, Handedness, handMeshInfo);
                        }
                    }
                }
            }
        }
Esempio n. 9
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        private void OnFocus()
        {
            if (window == null)
            {
                Close();
            }

            currentControllerTexture = ControllerMappingLibrary.GetControllerTexture(mappingProfile, currentControllerType, currentHandedness);
            inputSystemProfile       = mappingProfile.ParentProfile.ParentProfile as MixedRealityInputSystemProfile;

            if (inputSystemProfile == null)
            {
                Debug.LogWarning("No Input System Profile found. Be sure to assign this mapping profile to an input system.");
                return;
            }

            #region Interaction Constraint Setup

            actionIds = inputSystemProfile.InputActionsProfile.InputActions
                        .Select(action => (int)action.Id)
                        .Prepend(0).ToArray();

            axisLabels = ControllerMappingLibrary.UnityInputManagerAxes
                         .Select(axis => new GUIContent(axis.Name))
                         .Prepend(new GUIContent(ControllerMappingLibrary.MouseScroll))
                         .Prepend(new GUIContent(ControllerMappingLibrary.MouseY))
                         .Prepend(new GUIContent(ControllerMappingLibrary.MouseX))
                         .Prepend(new GUIContent(ControllerMappingLibrary.Vertical))
                         .Prepend(new GUIContent(ControllerMappingLibrary.Horizontal))
                         .Prepend(new GUIContent("None")).ToArray();

            actionIds = inputSystemProfile.InputActionsProfile.InputActions
                        .Where(inputAction => inputAction.AxisConstraint == AxisType.None)
                        .Select(action => (int)action.Id)
                        .Prepend(0).ToArray();

            actionLabels = inputSystemProfile.InputActionsProfile.InputActions
                           .Where(inputAction => inputAction.AxisConstraint == AxisType.None)
                           .Select(inputAction => new GUIContent(inputAction.Description))
                           .Prepend(new GUIContent("None")).ToArray();

            rawActionIds = inputSystemProfile.InputActionsProfile.InputActions
                           .Where(inputAction => inputAction.AxisConstraint == AxisType.Raw)
                           .Select(action => (int)action.Id)
                           .Prepend(0).ToArray();

            rawActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                              .Where(inputAction => inputAction.AxisConstraint == AxisType.Raw)
                              .Select(inputAction => new GUIContent(inputAction.Description))
                              .Prepend(new GUIContent("None")).ToArray();

            digitalActionIds = inputSystemProfile.InputActionsProfile.InputActions
                               .Where(inputAction => inputAction.AxisConstraint == AxisType.Digital)
                               .Select(action => (int)action.Id)
                               .Prepend(0).ToArray();

            digitalActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                  .Where(inputAction => inputAction.AxisConstraint == AxisType.Digital)
                                  .Select(inputAction => new GUIContent(inputAction.Description))
                                  .Prepend(new GUIContent("None")).ToArray();

            singleAxisActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                  .Where(inputAction => inputAction.AxisConstraint == AxisType.SingleAxis)
                                  .Select(action => (int)action.Id)
                                  .Prepend(0).ToArray();

            singleAxisActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                     .Where(inputAction => inputAction.AxisConstraint == AxisType.SingleAxis)
                                     .Select(inputAction => new GUIContent(inputAction.Description))
                                     .Prepend(new GUIContent("None")).ToArray();

            dualAxisActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                .Where(inputAction => inputAction.AxisConstraint == AxisType.DualAxis)
                                .Select(action => (int)action.Id).Prepend(0).ToArray();

            dualAxisActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                   .Where(inputAction => inputAction.AxisConstraint == AxisType.DualAxis)
                                   .Select(inputAction => new GUIContent(inputAction.Description))
                                   .Prepend(new GUIContent("None")).ToArray();

            threeDofPositionActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                        .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofPosition)
                                        .Select(action => (int)action.Id)
                                        .Prepend(0).ToArray();

            threeDofPositionActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                           .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofPosition)
                                           .Select(inputAction => new GUIContent(inputAction.Description))
                                           .Prepend(new GUIContent("None")).ToArray();

            threeDofRotationActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                        .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofRotation)
                                        .Select(action => (int)action.Id)
                                        .Prepend(0).ToArray();

            threeDofRotationActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                           .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofRotation)
                                           .Select(inputAction => new GUIContent(inputAction.Description))
                                           .Prepend(new GUIContent("None")).ToArray();

            sixDofActionIds = inputSystemProfile.InputActionsProfile.InputActions
                              .Where(inputAction => inputAction.AxisConstraint == AxisType.SixDof)
                              .Select(action => (int)action.Id)
                              .Prepend(0).ToArray();

            sixDofActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                 .Where(inputAction => inputAction.AxisConstraint == AxisType.SixDof)
                                 .Select(inputAction => new GUIContent(inputAction.Description))
                                 .Prepend(new GUIContent("None")).ToArray();

            #endregion  Interaction Constraint Setup
        }
        /// <summary>
        /// Updates the current hand mesh based on the passed in state of the hand.
        /// </summary>
        /// <param name="sourceState">The current hand state.</param>
        public void UpdateHandMesh(SpatialInteractionSourceState sourceState)
        {
            MixedRealityHandTrackingProfile handTrackingProfile = null;
            MixedRealityInputSystemProfile  inputSystemProfile  = CoreServices.InputSystem?.InputSystemProfile;

            if (inputSystemProfile != null)
            {
                handTrackingProfile = inputSystemProfile.HandTrackingProfile;
            }

            if (handTrackingProfile == null || !handTrackingProfile.EnableHandMeshVisualization)
            {
                // If hand mesh visualization is disabled make sure to destroy our hand mesh observer if it has already been created
                if (handMeshObserver != null)
                {
                    // Notify that hand mesh has been updated (cleared)
                    HandMeshInfo handMeshInfo = new HandMeshInfo();
                    CoreServices.InputSystem?.RaiseHandMeshUpdated(inputSource, handedness, handMeshInfo);
                    hasRequestedHandMeshObserver = false;
                    handMeshObserver             = null;
                }
                return;
            }

            HandPose handPose = sourceState.TryGetHandPose();

            // Accessing the hand mesh data involves copying quite a bit of data, so only do it if application requests it.
            if (handMeshObserver == null && !hasRequestedHandMeshObserver)
            {
                SetHandMeshObserver(sourceState);
                hasRequestedHandMeshObserver = true;
            }

            if (handMeshObserver != null && handMeshTriangleIndices == null)
            {
                uint     indexCount = handMeshObserver.TriangleIndexCount;
                ushort[] indices    = new ushort[indexCount];
                handMeshObserver.GetTriangleIndices(indices);
                handMeshTriangleIndices = new int[indexCount];
                Array.Copy(indices, handMeshTriangleIndices, (int)handMeshObserver.TriangleIndexCount);

                // Compute neutral pose
                Vector3[]           neutralPoseVertices = new Vector3[handMeshObserver.VertexCount];
                HandPose            neutralPose         = handMeshObserver.NeutralPose;
                var                 vertexAndNormals    = new HandMeshVertex[handMeshObserver.VertexCount];
                HandMeshVertexState handMeshVertexState = handMeshObserver.GetVertexStateForPose(neutralPose);
                handMeshVertexState.GetVertices(vertexAndNormals);

                for (int i = 0; i < handMeshObserver.VertexCount; i++)
                {
                    neutralPoseVertices[i] = vertexAndNormals[i].Position.ToUnityVector3();
                }

                // Compute UV mapping
                InitializeUVs(neutralPoseVertices);
            }

            if (handPose != null && handMeshObserver != null && handMeshTriangleIndices != null)
            {
                var vertexAndNormals    = new HandMeshVertex[handMeshObserver.VertexCount];
                var handMeshVertexState = handMeshObserver.GetVertexStateForPose(handPose);
                handMeshVertexState.GetVertices(vertexAndNormals);

                var meshTransform = handMeshVertexState.CoordinateSystem.TryGetTransformTo(WindowsMixedRealityUtilities.SpatialCoordinateSystem);
                if (meshTransform.HasValue)
                {
                    System.Numerics.Vector3    scale;
                    System.Numerics.Quaternion rotation;
                    System.Numerics.Vector3    translation;
                    System.Numerics.Matrix4x4.Decompose(meshTransform.Value, out scale, out rotation, out translation);

                    var handMeshVertices = new Vector3[handMeshObserver.VertexCount];
                    var handMeshNormals  = new Vector3[handMeshObserver.VertexCount];

                    for (int i = 0; i < handMeshObserver.VertexCount; i++)
                    {
                        handMeshVertices[i] = vertexAndNormals[i].Position.ToUnityVector3();
                        handMeshNormals[i]  = vertexAndNormals[i].Normal.ToUnityVector3();
                    }

                    HandMeshInfo handMeshInfo = new HandMeshInfo
                    {
                        vertices  = handMeshVertices,
                        normals   = handMeshNormals,
                        triangles = handMeshTriangleIndices,
                        uvs       = handMeshUVs,
                        position  = translation.ToUnityVector3(),
                        rotation  = rotation.ToUnityQuaternion()
                    };

                    CoreServices.InputSystem?.RaiseHandMeshUpdated(inputSource, handedness, handMeshInfo);
                }
            }
        }
        private void OnFocus()
        {
            currentControllerTexture = ControllerMappingLibrary.GetControllerTexture(mappingProfile, currentControllerType, currentHandedness);
            inputSystemProfile       = mappingProfile.ParentProfile.ParentProfile as MixedRealityInputSystemProfile;

            #region Interaction Constraint Setup


            actionIds = inputSystemProfile.InputActionsProfile.InputActions
                        .Select(action => (int)action.Id)
                        .Prepend(0).ToArray();

            axisLabels = ControllerMappingLibrary.UnityInputManagerAxes
                         .Select(axis => new GUIContent(axis.Name))
                         .Prepend(new GUIContent("None")).ToArray();

            actionIds = inputSystemProfile.InputActionsProfile.InputActions
                        .Where(inputAction => inputAction.AxisConstraint == AxisType.None)
                        .Select(action => (int)action.Id)
                        .Prepend(0).ToArray();

            actionLabels = inputSystemProfile.InputActionsProfile.InputActions
                           .Where(inputAction => inputAction.AxisConstraint == AxisType.None)
                           .Select(inputAction => new GUIContent(inputAction.Description))
                           .Prepend(new GUIContent("None")).ToArray();

            rawActionIds = inputSystemProfile.InputActionsProfile.InputActions
                           .Where(inputAction => inputAction.AxisConstraint == AxisType.Raw)
                           .Select(action => (int)action.Id)
                           .Prepend(0).ToArray();

            rawActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                              .Where(inputAction => inputAction.AxisConstraint == AxisType.Raw)
                              .Select(inputAction => new GUIContent(inputAction.Description))
                              .Prepend(new GUIContent("None")).ToArray();

            digitalActionIds = inputSystemProfile.InputActionsProfile.InputActions
                               .Where(inputAction => inputAction.AxisConstraint == AxisType.Digital)
                               .Select(action => (int)action.Id)
                               .Prepend(0).ToArray();

            digitalActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                  .Where(inputAction => inputAction.AxisConstraint == AxisType.Digital)
                                  .Select(inputAction => new GUIContent(inputAction.Description))
                                  .Prepend(new GUIContent("None")).ToArray();

            singleAxisActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                  .Where(inputAction => inputAction.AxisConstraint == AxisType.SingleAxis)
                                  .Select(action => (int)action.Id)
                                  .Prepend(0).ToArray();

            singleAxisActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                     .Where(inputAction => inputAction.AxisConstraint == AxisType.SingleAxis)
                                     .Select(inputAction => new GUIContent(inputAction.Description))
                                     .Prepend(new GUIContent("None")).ToArray();

            dualAxisActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                .Where(inputAction => inputAction.AxisConstraint == AxisType.DualAxis)
                                .Select(action => (int)action.Id).Prepend(0).ToArray();

            dualAxisActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                   .Where(inputAction => inputAction.AxisConstraint == AxisType.DualAxis)
                                   .Select(inputAction => new GUIContent(inputAction.Description))
                                   .Prepend(new GUIContent("None")).ToArray();

            threeDofPositionActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                        .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofPosition)
                                        .Select(action => (int)action.Id)
                                        .Prepend(0).ToArray();

            threeDofPositionActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                           .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofPosition)
                                           .Select(inputAction => new GUIContent(inputAction.Description))
                                           .Prepend(new GUIContent("None")).ToArray();

            threeDofRotationActionIds = inputSystemProfile.InputActionsProfile.InputActions
                                        .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofRotation)
                                        .Select(action => (int)action.Id)
                                        .Prepend(0).ToArray();

            threeDofRotationActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                           .Where(inputAction => inputAction.AxisConstraint == AxisType.ThreeDofRotation)
                                           .Select(inputAction => new GUIContent(inputAction.Description))
                                           .Prepend(new GUIContent("None")).ToArray();

            sixDofActionIds = inputSystemProfile.InputActionsProfile.InputActions
                              .Where(inputAction => inputAction.AxisConstraint == AxisType.SixDof)
                              .Select(action => (int)action.Id)
                              .Prepend(0).ToArray();

            sixDofActionLabels = inputSystemProfile.InputActionsProfile.InputActions
                                 .Where(inputAction => inputAction.AxisConstraint == AxisType.SixDof)
                                 .Select(inputAction => new GUIContent(inputAction.Description))
                                 .Prepend(new GUIContent("None")).ToArray();

            #endregion  Interaction Constraint Setup
        }
Esempio n. 12
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 public MapRaycastProvider(
     IMixedRealityServiceRegistrar registrar,
     MixedRealityInputSystemProfile profile) : base(registrar, profile)
 {
 }
Esempio n. 13
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 public MapRaycastProvider(MixedRealityInputSystemProfile profile) : base(profile)
 {
 }