Esempio n. 1
0
        /// <summary>
        /// Constructor.
        /// </summary>
        public MicrosoftArticulatedHand(TrackingState trackingState, Utilities.Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
            : base(trackingState, controllerHandedness, inputSource, interactions, new ArticulatedHandDefinition(inputSource, controllerHandedness))
        {
#if MSFT_OPENXR
            handTracker = new HandTracker(controllerHandedness == Utilities.Handedness.Left ? MixedReality.OpenXR.Preview.Handedness.Left : MixedReality.OpenXR.Preview.Handedness.Right, HandPoseType.Tracked);
#endif // MSFT_OPENXR
        }
        public OpenXRHandJointProvider(Utilities.Handedness handedness)
        {
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
            handTracker = handedness == Utilities.Handedness.Left ? HandTracker.Left : HandTracker.Right;
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA)
        }
        public OpenXRControllerModelProvider(Utilities.Handedness handedness)
        {
#if MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA || UNITY_ANDROID)
            controllerModelProvider = handedness == Utilities.Handedness.Left ? ControllerModel.Left : ControllerModel.Right;
#endif // MSFT_OPENXR && (UNITY_STANDALONE_WIN || UNITY_WSA || UNITY_ANDROID)
        }
Esempio n. 4
0
        public MicrosoftControllerModelProvider(Utilities.Handedness handedness)
        {
#if MSFT_OPENXR_0_9_4_OR_NEWER
            controllerModelProvider = handedness == Utilities.Handedness.Left ? ControllerModel.Left : ControllerModel.Right;
#endif // MSFT_OPENXR_0_9_4_OR_NEWER
        }
Esempio n. 5
0
        public MicrosoftControllerModelProvider(Utilities.Handedness handedness)
        {
#if MSFT_OPENXR_0_9_4_OR_NEWER && (UNITY_STANDALONE_WIN || UNITY_WSA)
            controllerModelProvider = handedness == Utilities.Handedness.Left ? ControllerModel.Left : ControllerModel.Right;
#endif // MSFT_OPENXR_0_9_4_OR_NEWER && (UNITY_STANDALONE_WIN || UNITY_WSA)
        }