ConeAngle
: float |
Signature
float Oculus.Interaction.GazeConecaster.ConeAngle |
DefaultComparer
: Comparer
[Get][Set] |
Sets the default comparer used to score interactables.
Signature
Comparer Oculus.Interaction.GazeConecaster.DefaultComparer |
EqualAngleThreshold
: float
[Get][Set] |
(Degrees, World) The threshold below which angular offsets from the gaze ray are treated as equal for the purposes of ranking.
Signature
float Oculus.Interaction.GazeConecaster.EqualAngleThreshold |
EqualDistanceThreshold
: float
[Get][Set] |
(Meters, World) The threshold below which distances to a surface are treated as equal for the purposes of ranking.
Signature
float Oculus.Interaction.GazeConecaster.EqualDistanceThreshold |
ComputeBest
(
interactor
, candidates
)
|
Signature
HitTestResult<GazeInteractable> Oculus.Interaction.GazeConecaster.ComputeBest(GazeInteractor interactor, List< GazeInteractable > candidates) Parameters interactor: GazeInteractorcandidates: List< GazeInteractable >Returns HitTestResult< GazeInteractable > |
SetOverrideComparer
(
comparer
)
|
This method overrides the DefaultComparer used for hit test sorting with a custom comparer.
Clear this override by providing a null argument here, in which case the default comparer will be used.
Signature
void Oculus.Interaction.GazeConecaster.SetOverrideComparer(IComparer< ConecastResult< GazeInteractable >> comparer) Parameters comparer: IComparer< ConecastResult< GazeInteractable >>Returns void |
ComputeBest< TComparer >
(
source
, cone
, candidates
, comparer
)
|
Performs an intersection test between the source and set of candidates and returns the best intersection result based on the defined comparer .
Call this from a custom IGazeHitTester to get the default implementation but with a custom compare function.
Signature
static HitTestResult<GazeInteractable> Oculus.Interaction.GazeConecaster.ComputeBest< TComparer >(GazeInteractor source, Cone cone, List< GazeInteractable > candidates, TComparer comparer) Parameters comparer: TComparer
The compare implementation used to determine which of two given results is a "better" or "higher priority" result. This is how the results are sorted. When the compare function returns 0 (equal), the GazeInteractable.TiebreakerScore will be used.
|
Conecast
(
cone
, interactable
, result
)
|
Performs a conecast from the provided cone against the given interactable and retrieves the result.
Signature
static bool Oculus.Interaction.GazeConecaster.Conecast(Cone cone, GazeInteractable interactable, out ConecastResult< GazeInteractable > result) Parameters Returns bool true if the cone intersects the given interactable surface, otherwise false.
|
CreateCone
(
interactor
, coneAngle
)
|
Constructs a Cone for the given interactor .
Signature
static Cone Oculus.Interaction.GazeConecaster.CreateCone(GazeInteractor interactor, float coneAngle) Parameters interactor: GazeInteractorconeAngle: floatReturns Cone |
| Member |
|---|
AngleDistance |
DistanceAngle |