private void CheckInitialization()
    {
        _nearPointer = pointer as IMixedRealityNearPointer;
        if (_nearPointer == null)
        {
            Debug.LogFormat(LogType.Error, LogOption.NoStacktrace, null, "{0}", $"No near pointer found on {gameObject.name}.");
        }

        CheckAsset(visualsRoot, "Visuals Root");
        CheckAsset(tetherEndPoint, "Tether End Point");
        CheckAsset(tetherLine, "Tether Line");
    }
        /// <summary>
        /// Override base behavior to align the cursor with the finger, else perform normal cursor transformations.
        /// </summary>
        protected override void UpdateCursorTransform()
        {
            IMixedRealityNearPointer nearPointer = (IMixedRealityNearPointer)Pointer;

            // When the pointer has a IMixedRealityNearPointer interface we don't call base.UpdateCursorTransform because we handle
            // cursor transformation a bit differently.
            if (nearPointer != null)
            {
                float deltaTime = UseUnscaledTime
                    ? Time.unscaledDeltaTime
                    : Time.deltaTime;

                Vector3    indexFingerPosition;
                Quaternion indexFingerRotation;
                // If we are unable to get the hand joint default to the Near Pointer's position and rotation
                if (!TryGetJoint(TrackedHandJoint.IndexTip, out indexFingerPosition, out indexFingerRotation))
                {
                    indexFingerPosition = Pointer.Position;
                    indexFingerRotation = Pointer.Rotation;
                }

                Vector3 indexKnucklePosition;
                // If we are unable to get the hand joint default to the Near Pointer's position
                if (!TryGetJoint(TrackedHandJoint.IndexKnuckle, out indexKnucklePosition, out _)) // knuckle rotation not used
                {
                    indexKnucklePosition = Pointer.Position;
                }

                float   distance      = float.MaxValue;
                Vector3 surfaceNormal = Vector3.zero;

                bool surfaceNormalFound = false;
                bool showVisual         = true;
                bool nearPokeable       = nearPointer.IsNearObject;


                // Show the cursor if we are deemed to be near an object or if it is near a grabbable object
                if (nearPokeable)
                {
                    // If the pointer is near an object translate the primary ring to the index finger tip and rotate to surface normal if close.
                    // The secondary ring should be hidden.

                    if (!nearPointer.TryGetDistanceToNearestSurface(out distance))
                    {
                        distance = float.MaxValue;
                    }
                    surfaceNormalFound = nearPointer.TryGetNormalToNearestSurface(out surfaceNormal);
                }
                else
                {
                    // If the pointer is near a grabbable object position and rotate the ring to the default,
                    // else hide it.

                    bool nearGrabbable = checkForGrabbables && IsNearGrabbableObject();

                    // There is no good way to get the distance of the nearest grabbable object at the moment, so we either return the MinVisibleRingDistance or 1 (invisible).
                    distance = nearGrabbable ? MinVisibleRingDistance : 1.0f;

                    // Only show the visual if we are near a grabbable
                    showVisual         = nearGrabbable;
                    surfaceNormalFound = false;
                }

                if (indexFingerRingRenderer != null)
                {
                    TranslateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerPosition, indexKnucklePosition);

                    if ((distance < alignWithSurfaceDistance) && surfaceNormalFound)
                    {
                        RotateToSurfaceNormal(indexFingerRingRenderer.transform, surfaceNormal, indexFingerRotation, distance);
                        TranslateFromTipToPad(indexFingerRingRenderer.transform, indexFingerPosition, indexKnucklePosition, surfaceNormal, distance);
                    }
                    else
                    {
                        RotateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerRotation);
                    }

                    UpdateVisuals(indexFingerRingRenderer, distance, showVisual);
                }
            }
            else
            {
                base.UpdateCursorTransform();
            }
        }
示例#3
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        /// <summary>
        /// Override base behavior to align the cursor with the finger, else perform normal cursor transformations.
        /// </summary>
        protected override void UpdateCursorTransform()
        {
            IMixedRealityNearPointer nearPointer = (IMixedRealityNearPointer)Pointer;

            // When the pointer has a IMixedRealityNearPointer interface we don't call base.UpdateCursorTransform because we handle
            // cursor transformation a bit differently.
            if (nearPointer != null)
            {
                float deltaTime = UseUnscaledTime
                    ? Time.unscaledDeltaTime
                    : Time.deltaTime;

                Vector3    indexFingerPosition;
                Quaternion indexFingerRotation;
                if (!TryGetJoint(TrackedHandJoint.IndexTip, out indexFingerPosition, out indexFingerRotation))
                {
                    indexFingerPosition = transform.position;
                    indexFingerRotation = transform.rotation;
                }

                Vector3 indexKnucklePosition;
                if (!TryGetJoint(TrackedHandJoint.IndexKnuckle, out indexKnucklePosition, out _)) // knuckle rotation not used
                {
                    indexKnucklePosition = transform.position;
                }

                if (nearPointer.IsNearObject)
                {
                    // If the pointer is near an object translate the primary ring to the index finger tip and rotate to surface normal if close.
                    // The secondary ring should be hidden.

                    float distance;
                    if (!nearPointer.TryGetDistanceToNearestSurface(out distance))
                    {
                        distance = float.MaxValue;
                    }

                    if (indexFingerRingRenderer != null)
                    {
                        TranslateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerPosition, indexKnucklePosition);

                        Vector3 surfaceNormal;
                        if ((distance < alignWithSurfaceDistance) &&
                            nearPointer.TryGetNormalToNearestSurface(out surfaceNormal))
                        {
                            RotateToSurfaceNormal(indexFingerRingRenderer.transform, surfaceNormal, indexFingerRotation, distance);
                        }
                        else
                        {
                            RotateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerRotation);
                        }

                        UpdateVisuals(indexFingerRingRenderer, distance, true);
                    }
                }
                else
                {
                    // If the pointer is near a grabbable object position and rotate the ring to the default,
                    // else hide it.

                    float distance      = 0;
                    bool  nearGrabbable = checkForGrabbables && IsNearGrabbableObject(out distance);

                    if (indexFingerRingRenderer != null)
                    {
                        TranslateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerPosition, indexKnucklePosition);
                        RotateToFinger(indexFingerRingRenderer.transform, deltaTime, indexFingerRotation);
                        UpdateVisuals(indexFingerRingRenderer, distance, nearGrabbable);
                    }
                }
            }
            else
            {
                base.UpdateCursorTransform();
            }
        }