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    Namespace Microsoft.MixedReality.Toolkit.Input

    Classes

    AnimatedCursor

    Animated cursor is a cursor driven using an animator to inject state information and animate accordingly

    AnimatedCursorContextData

    AnimatedCursorData<T>

    Data struct for cursor state information for the Animated Cursor, which leverages the Unity animation system. This defines a modification to an Unity animation parameter, based on cursor state.

    AnimatedCursorStateData

    ArticulatedHandDefinition

    Defines the interactions and data that an articulated hand can provide.

    BaseController

    Base Controller class to inherit from for all controllers.

    BaseControllerPointer

    Base Pointer class for pointers that exist in the scene as GameObjects.

    BaseCursor

    Object that represents a cursor in 3D space.

    BaseEyeFocusHandler

    Base Component for handling Eye Focus on GameObjects.

    BaseFocusHandler

    Base Component for handling Focus on GameObjects.

    BaseGenericInputSource

    Base class for input sources that don't inherit from MonoBehaviour.

    BaseHand

    BaseHandVisualizer

    BaseInputDeviceManager

    Class providing a base implementation of the IMixedRealityInputDeviceManager interface.

    BaseInputEventData

    Base class of all Input Events.

    BaseInputHandler

    Base class for the Mixed Reality Toolkit's SDK input handlers.

    BaseInputSimulationService

    Base class for services that create simulated input devices.

    BaseMousePointer

    Base Mouse Pointer Implementation.

    BaseNearInteractionTouchable

    Base class for all NearInteractionTouchables.

    ColliderNearInteractionTouchable

    Obsolete base class for all touchables using colliders. Use BaseNearInteractionTouchable instead.

    ControllerMappingLibrary

    Helper utility to manage all the required Axis configuration for platforms, where required

    ControllerPoseSynchronizer

    Waits for a controller to be initialized, then synchronizes its transform position to a specified handedness.

    CursorContextInfo

    The cursor will display the context specified in this component if it is part of the targeted object

    CursorModifier

    Component that can be added to any GameObject with a Collider to modify the IMixedRealityCursor reacts when focused by a IMixedRealityPointer.

    CurvePointer

    Extends line pointer to support curves. Useful for teleportation or other situations where multiple raysteps need to be tested along a spline

    DefaultPointerMediator

    The default implementation for pointer mediation in MRTK which is responsible for determining which pointers are active based on the state of all pointers. For example, one of the key things this class does is disable far pointers when a near pointer is close to an object.

    DefaultPrimaryPointerSelector

    Default primary pointer selector. The primary pointer is chosen among all interaction enabled ones using the following rules in order:

    1. Currently pressed pointer that has been pressed for the longest
    2. Pointer that was released most recently
    3. Pointer that became interaction enabled most recently

    DefaultRaycastProvider

    The default implementation of IMixedRealityRaycastProvider.

    DictationEventData

    Describes an Input Event with voice dictation.

    DictationHandler

    Script used to start and stop recording sessions in the current dictation system and report the transcribed text via UnityEvents. For this script to work, a dictation system like 'Windows Dictation Input Provider' must be added to the Data Providers in the Input System profile.

    DictationHandler.StringUnityEvent

    EyeTrackingTarget

    A game object with the "EyeTrackingTarget" script attached reacts to being looked at independent of other available inputs.

    FingerCursor

    Cursor used to aide in near finger interactions.

    FocusEventData

    Describes an Input Event associated with a specific pointer's focus state change.

    FocusHandler

    Utility component to hook up Unity events to the OnFocusEnter and OnFocusExit events.

    FocusProvider

    The focus provider handles the focused objects per input source.

    GazePointerVisibilityStateMachine

    Helper class for managing the visibility of the gaze pointer to match windows mixed reality and HoloLens 2 When application starts, gaze pointer is visible. Then when articulate hands / motion controllers appear, hide the gaze cursor. Whenever user says "select", make the gaze cursor appear.

    GazeProvider

    This class provides Gaze as an Input Source so users can interact with objects using their head.

    GenericPointer

    Base Class for pointers that don't inherit from MonoBehaviour.

    GGVPointer

    This class allows for HoloLens 1 style input, using a far gaze ray for focus with hand and gesture-based input and interaction across it.

    HandBounds

    Utility behavior to access the axis aligned bounds of IMixedRealityHands (or the proxy visualizer of IMixedRealityControllers).

    HandJointService

    HandJointUtils

    HandMeshInfo

    Stores pointers and transform information for Hand Mesh data provided by current platform. This is the data container for the IMixedRealityHandMeshHandler input system event interface.

    HandRay

    HandTrackingInputEventData

    InputActionHandler

    Script used to handle input action events. Invokes Unity events when the configured input action starts or ends.

    InputActionUnityEvent

    Unity event for input action events. Contains the data of the input event that triggered the action.

    InputAnimation

    Contains a set of animation curves that describe motion of camera and hands.

    InputAnimation.PoseCurves

    InputAnimationMarker

    A used-defined marker on the input animation timeline.

    InputAnimationSerializationUtils

    Functions for serializing input animation data to and from binary files.

    InputEventData

    Describes an Input Event that has a source id.

    InputEventData<T>

    Describes and input event with a specific type.

    InputPlaybackService

    Plays back input animation via the input simulation system.

    InputRayUtils

    Utilities for accessing position, rotation of rays.

    InputRecordingService

    Provides input recording into an internal buffer and exporting to files.

    InputSimulationIndicators

    A row of indicator buttons to control input simulation features.

    InputSimulationService

    Service that provides simulated mixed reality input information based on mouse and keyboard input in editor

    InputSimulationWindow

    Tools for simulating and recording input as well as playing back input animation in the Unity editor.

    InputSystemGlobalHandlerListener

    This component ensures that input events are forwarded to this component when focus or gaze is not required.

    InputSystemGlobalListener

    This component ensures that all input events are forwarded to this GameObject when focus or gaze is not required.

    InteractiveMeshCursor

    A cursor that looks and acts more like the shell cursor. A two part cursor with visual feedback for all cursor states

    KeyBindingInspector

    Inspector for KeyBindings. This shows a simple dropdown list for selecting a binding, as well as a button for binding keys by pressing them.

    KeyBindingPopupWindow

    Utility window that listens to input events to set a key binding. Pressing a key or mouse button will define the binding and then immediately close the popup.

    KeyInputSystem

    Utility class to poll input for key bindings.

    LinePointer

    A simple line pointer for drawing lines from the input source origin to the current pointer position.

    ManualCameraControl

    Class for manually controlling the camera in the Unity editor. Attach to the MainCamera object.

    MeshCursor

    Object that represents a cursor in 3D space controlled by gaze.

    MixedRealityCanvasInspector

    Editor class used to edit UI Canvases.

    MixedRealityControllerAttribute

    Attach to a controller device class to make it show up in the controller mapping profile.

    MixedRealityControllerInfo

    This script keeps track of the GameObjects representations for each button on the Mixed Reality Controllers. It also keeps track of the animation Transforms in order to properly animate according to user input.

    MixedRealityControllerMappingProfile

    New controller types can be registered by adding the MixedRealityControllerAttribute to the controller class.

    MixedRealityControllerVisualizationProfile

    Profile that determines relevant overrides and properties for controller visualization

    MixedRealityControllerVisualizer

    The Mixed Reality Visualization component is primarily responsible for synchronizing the user's current input with controller models.

    MixedRealityEyeTrackingProfile

    MixedRealityGesturesProfile

    Configuration profile settings for setting up and consuming Input Actions.

    MixedRealityHandTrackingProfile

    MixedRealityInputActionRulesProfile

    MixedRealityInputActionsProfile

    Configuration profile settings for setting up and consuming Input Actions.

    MixedRealityInputModule

    MixedRealityInputModule.PointerData

    MixedRealityInputModuleEditor

    MixedRealityInputRecordingProfile

    Settings for recording input animation assets.

    MixedRealityInputSimulationProfile

    MixedRealityInputSimulationProfileInspector

    MixedRealityInputSystem

    The Mixed Reality Toolkit's specific implementation of the IMixedRealityInputSystem

    MixedRealityInputSystemProfile

    Configuration profile settings for setting up controller pointers.

    MixedRealityInteractionMapping

    Maps the capabilities of controllers, linking the Physical inputs of a controller to a Logical construct in a runtime project

    MixedRealityMouseInputProfile

    MixedRealityMouseInputProfileInspector

    MixedRealityPointerEventData

    Describes an Input Event that involves a tap, click, or touch.

    MixedRealityPointerProfile

    Configuration profile settings for setting up controller pointers.

    MixedRealitySpeechCommandsProfile

    Configuration profile settings for setting up and consuming Speech Commands.

    MouseDelta

    Utility struct that provides mouse delta in pixels (screen space), normalized viewport coordinates, and world units.

    MousePointer

    The MousePointer represents a mouse cursor in world space. It uses spherical movement around the camera. Its movement is bound to screenspace, but based in the delta movement of the computer mouse.

    MouseRotationProvider

    Utility class to manage toggling of mouse rotation and associated features, such as cursor visibility/locking

    NearInteractionGrabbable

    Add a NearInteractionGrabbable component to any GameObject that has a collidable on it in order to make that collidable near grabbable.

    Any IMixedRealityNearPointer will then dispatch pointer events to the closest near grabbable objects.

    Additionally, the near pointer will send focus enter and exit events when the decorated object is the closest object to the near pointer

    NearInteractionTouchable

    Add a NearInteractionTouchable to your scene and configure a touchable surface in order to get PointerDown and PointerUp events whenever a PokePointer touches this surface.

    NearInteractionTouchableInspector

    NearInteractionTouchableInspectorBase

    NearInteractionTouchableSurface

    A near interaction object which is a flat surface and can be pressed in one direction.

    NearInteractionTouchableUnityUI

    Use a Unity UI RectTransform as touchable surface.

    NearInteractionTouchableVolume

    Add a NearInteractionTouchableVolume to your scene and configure a touchable volume in order to get PointerDown and PointerUp events whenever a PokePointer collides with this volume.

    NearInteractionTouchableVolumeInspector

    ObjectCursor

    The object cursor can switch between different game objects based on its state. It simply links the game object to set to active with its associated cursor state.

    PointerClickHandler

    This component handles pointer clicks from all types of input sources.

    i.e. a primary mouse button click, motion controller selection press, or hand tap.

    PointerHandler

    Script used to raise Unity Events in response to pointer events.

    PointerUnityEvent

    Unity event for a pointer event. Contains the pointer event data.

    PointerUtils

    PokePointer

    A near interaction pointer that generates touch events based on touchables in close proximity.

    ScreenSpaceMousePointer

    Uses the desktop mouse cursor instead of any mouse representation within the scene. It's movement is bound to screenspace.

    ShellHandRayPointer

    Implementation for default hand ray pointers shipped with MRTK. Primariliy used with hands and motion controllers

    SimulatedArticulatedHand

    SimulatedArticulatedHandPoses

    This stores the joint pose JSON data that defines various articulated hand gestures for input simulation. The JSON data that defines each joint position and orientation is stored in strings to avoid file loading/targeting during runtime

    SimulatedGestureHand

    SimulatedHand

    SimulatedHandData

    Snapshot of simulated hand data.

    SimulatedHandDataProvider

    Produces simulated data every frame that defines joint positions.

    SimulatedHandUtils

    SourcePoseEventData<T>

    Describes a source change event.

    SourceStateEventData

    Describes an source state event that has a source id.

    SpeechEventData

    Describes an input event that involves keyword recognition.

    SpeechInputHandler

    This component handles the speech input events raised form the IMixedRealityInputSystem.

    SpherePointer

    SpherePointerGrabPoint

    SpherePointerInspector

    SpherePointerVisual

    SpriteCursor

    Object that represents a cursor comprised of sprites and colors for each state

    TouchHandler

    TouchPointer

    Touch Pointer Implementation.

    WindowsMixedRealityControllerVisualizer

    WindowsMixedRealityHandRecorder

    Record joint positions of a hand and log them for use in simulated hands.

    Structs

    Headset

    The headset definition defines the headset as defined by the SDK / Unity.

    InputActionEventPair

    Data class that maps MixedRealityInputActions to UnityEvents wired up in the inspector.

    InputActionRuleDigital

    Generic Input Action Rule for raising actions based on specific criteria.

    InputActionRuleDualAxis

    Generic Input Action Rule for raising actions based on specific criteria.

    InputActionRulePoseAxis

    Generic Input Action Rule for raising actions based on specific criteria.

    InputActionRuleQuaternionAxis

    Generic Input Action Rule for raising actions based on specific criteria.

    InputActionRuleSingleAxis

    Generic Input Action Rule for raising actions based on specific criteria.

    InputActionRuleVectorAxis

    Generic Input Action Rule for raising actions based on specific criteria.

    KeyBinding

    Identifier of a key combination or mouse button for generic input binding.

    KeywordAndResponse

    Keyword/UnityEvent pair that ties voice input to UnityEvents wired up in the inspector.

    MeshCursor.MeshCursorDatum

    MixedRealityControllerMapping

    Used to define a controller or other input device's physical buttons, and other attributes.

    MixedRealityControllerVisualizationSetting

    Used to define a controller's visualization settings.

    MixedRealityGestureMapping

    Data structure for mapping gestures to MixedRealityInputActions that can be raised by the Input System.

    MixedRealityInputAction

    An Input Action for mapping an action to an Input Sources Button, Joystick, Sensor, etc.

    MixedRealityInputDataProviderConfiguration

    MixedRealityRaycastHit

    The resulting hit information from an IMixedRealityRaycastProvider.

    ObjectCursor.ObjectCursorDatum

    PointerOption

    Defines a pointer option to assign to a controller.

    SpeechCommands

    Data structure for mapping Voice and Keyboard input to MixedRealityInputActions that can be raised by the Input System.

    SpriteCursor.SpriteCursorDatum

    Interfaces

    ICursorModifier

    Interface for cursor modifiers that can modify a GameObject's properties.

    IHandRay

    Interface defining a hand ray, which is used by far pointers to direct interactions. Implementations of this class are managed and updated by a BaseHand implementation.

    IInputActionRule<T>

    Interface for defining Input Action Rules

    IInputSimulationService

    IMixedRealityBaseInputHandler

    Base interface for all input handlers. This allows us to use ExecuteEvents.ExecuteHierarchy<IMixedRealityBaseInputHandler> to send an event to all input handling interfaces.

    IMixedRealityController

    Mixed Reality Toolkit controller definition, used to manage a specific controller type

    IMixedRealityControllerPoseSynchronizer

    Basic interface for synchronizing to a controller pose.

    IMixedRealityControllerVisualizer

    IMixedRealityCursor

    Cursor Interface for handling input events and setting visibility.

    IMixedRealityDictationHandler

    Interface to implement dictation events.

    IMixedRealityDictationSystem

    Mixed Reality Toolkit controller definition, used to manage a specific controller type

    IMixedRealityEyeGazeDataProvider

    Provides eye tracking information.

    IMixedRealityEyeGazeProvider

    Implements the Gaze Provider for an Input Source.

    IMixedRealityEyeSaccadeProvider

    Provides eye tracking information.

    IMixedRealityFocusChangedHandler

    Interface to implement to react to focus changed events.

    IMixedRealityFocusHandler

    Interface to implement to react to focus enter/exit.

    IMixedRealityFocusProvider

    Implements the Focus Provider for handling focus of pointers.

    IMixedRealityGazeProvider

    Implements the Gaze Provider for an Input Source.

    IMixedRealityGazeProviderHeadOverride

    Adds ability to override head gaze on a gaze provider.

    IMixedRealityGestureHandler

    Interface to implement for generic gesture input.

    IMixedRealityGestureHandler<T>

    Interface to implement for generic gesture input.

    IMixedRealityHand

    Hand definition, used to provide access to hand joints and other data.

    IMixedRealityHandJointHandler

    Interface to implement for hand joint information.

    IMixedRealityHandJointService

    Mixed Reality Toolkit device definition, used to instantiate and manage a specific device / SDK

    IMixedRealityHandMeshHandler

    Interface to implement for hand mesh information.

    IMixedRealityHandVisualizer

    Hand visualization definition, used to provide access to hand joint objects.

    IMixedRealityInputActionHandler

    Interface to receive input action events.

    IMixedRealityInputDeviceManager

    Mixed Reality Toolkit input device definition, used to instantiate and manage one or more input devices

    IMixedRealityInputHandler

    Interface to implement for simple generic input.

    IMixedRealityInputHandler<T>

    Interface to implement for more complex generic input.

    IMixedRealityInputPlaybackService

    Plays back input animation via the input simulation system.

    IMixedRealityInputRecordingService

    Provides input recording into an internal buffer and exporting to files.

    IMixedRealityInputSource

    Interface for an input source. An input source is the origin of user input and generally comes from a physical controller, sensor, or other hardware device.

    IMixedRealityInputSystem

    Manager interface for a Input system in the Mixed Reality Toolkit All replacement systems for providing Input System functionality should derive from this interface

    IMixedRealityMouseDeviceManager

    Interface defining a mouse input device manager.

    IMixedRealityMousePointer

    Interface for handling mouse pointers.

    IMixedRealityNearPointer

    IMixedRealityPointer

    Interface for handling pointers.

    IMixedRealityPointerHandler

    Interface to implement to react to simple pointer input.

    IMixedRealityPointerMediator

    Interface for handling groups of pointers resolving conflicts between them. E.g., ensuring that far pointers are disabled when a near pointer is active.

    IMixedRealityPrimaryPointerSelector

    Interface used by the focus provider to select the pointer that will be considered as primary. The current primary pointer can we obtained via PrimaryPointer or subscribing to the primary pointer changed event via SubscribeToPrimaryPointerChanged(PrimaryPointerChangedHandler, Boolean).

    IMixedRealityRaycastProvider

    Interface to handle raycasts into the scene. Used by FocusProvider to perform ray and sphere cast queries for pointers.

    IMixedRealitySourcePoseHandler

    Interface to implement to react to source

    IMixedRealitySourceStateHandler

    Interface to implement to react to source state changes, such as when an input source is detected or lost.

    IMixedRealitySpeechHandler

    Interface to implement to react to speech recognition.

    IMixedRealitySpeechSystem

    Mixed Reality Toolkit controller definition, used to manage a specific controller type

    IMixedRealityTeleportPointer

    IMixedRealityTouchHandler

    Implementation of this interface causes a script to receive notifications of Touch events from HandTrackingInputSources

    IMixedRealityTouchPointer

    Interface for handling touch pointers.

    IPointerPreferences

    Provides interface for getting and setting behaviors and possible other settings for pointers in the input system. Behaviors are described based on pointer type and input type, not per pointer. This is to ensure that new pointers that appear maintain consistent behavior.

    IPointerResult

    Interface defining a pointer result.

    Enums

    CursorContextEnum

    Enum for current cursor context

    CursorContextEnum

    Enum for current cursor context

    CursorContextInfo.CursorAction

    CursorContextInfo.CursorAction

    CursorStateEnum

    Enum for current cursor state

    CursorStateEnum

    Enum for current cursor state

    DeviceInputType

    The InputType defines the types of input exposed by a controller. Denoting the available buttons / interactions that a controller supports.

    DeviceInputType

    The InputType defines the types of input exposed by a controller. Denoting the available buttons / interactions that a controller supports.

    GestureInputType

    The GestureInputType defines the types of gestures exposed by a controller.

    GestureInputType

    The GestureInputType defines the types of gestures exposed by a controller.

    HandSimulationMode

    HandSimulationMode

    InputSimulationControlMode

    InputSimulationControlMode

    InputSimulationWindow.ToolMode

    InputSimulationWindow.ToolMode

    InputSourceType

    The InputSourceType defines the types of input sources.

    InputSourceType

    The InputSourceType defines the types of input sources.

    KeyBinding.KeyType

    The type of value encoded in the Microsoft.MixedReality.Toolkit.Input.KeyBinding.code property.

    KeyBinding.KeyType

    The type of value encoded in the Microsoft.MixedReality.Toolkit.Input.KeyBinding.code property.

    KeyBinding.MouseButton

    Enum for interpreting the mouse button integer index.

    KeyBinding.MouseButton

    Enum for interpreting the mouse button integer index.

    MixedRealityControllerConfigurationFlags

    Flags used by MixedRealityControllerAttribute.

    MixedRealityControllerConfigurationFlags

    Flags used by MixedRealityControllerAttribute.

    MixedRealityControllerInfo.ControllerElementEnum

    MixedRealityControllerInfo.ControllerElementEnum

    PointerBehavior

    Specifies how a pointer in MRTK's default input system behaves.

    PointerBehavior

    Specifies how a pointer in MRTK's default input system behaves.

    SupportedControllerType

    The SDKType lists the XR SDKs that are supported by the Mixed Reality Toolkit. Initially, this lists proposed SDKs, not all may be implemented at this time (please see ReleaseNotes for more details)

    SupportedControllerType

    The SDKType lists the XR SDKs that are supported by the Mixed Reality Toolkit. Initially, this lists proposed SDKs, not all may be implemented at this time (please see ReleaseNotes for more details)

    TouchableEventType

    Type of Events to receive from a PokePointer.

    TouchableEventType

    Type of Events to receive from a PokePointer.

    Delegates

    PrimaryPointerChangedHandler

    Delegate type used to handle primary pointer changes. Old and new pointer values can be null to indicate transition from or to no primary pointer, but they won't both be null simultaneously.

    PrimaryPointerChangedHandler

    Delegate type used to handle primary pointer changes. Old and new pointer values can be null to indicate transition from or to no primary pointer, but they won't both be null simultaneously.

    SimulatedHandData.HandJointDataGenerator

    SimulatedHandData.HandJointDataGenerator

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