ICardboardPointer.cs
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// Copyright 2015 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System.Collections;
/// This script provides an interface for gaze based input pointers used with
/// the GazeInputModule script.
///
/// It provides methods called on gaze interaction with in-game objects and UI,
/// Cardboard triggers, and 'BaseInputModule' class state changes.
///
/// To have the methods called, an instance of this (implemented) class must be
/// registered with the **GazeInputModule** script on 'OnEnable' by assigning
/// itself to the **GazeInputModule.cardboardPointer** static member variable.
/// A registered instance should also un-register itself at 'OnDisable' calls
/// by setting the **GazeInputModule.cardboardPointer** static member variable
/// to null.
///
/// This class is expected to be inherited by pointers responding to the user's
/// looking at objects in the scene by the movement of their head. For example,
/// see the CardboardReticle class.
public interface ICardboardPointer {
/// This is called when the 'BaseInputModule' system should be enabled.
void OnGazeEnabled();
/// This is called when the 'BaseInputModule' system should be disabled.
void OnGazeDisabled();
/// Called when the user is looking on a valid GameObject. This can be a 3D
/// or UI element.
///
/// The camera is the event camera, the target is the object
/// the user is looking at, and the intersectionPosition is the intersection
/// point of the ray sent from the camera on the object.
void OnGazeStart(Camera camera, GameObject targetObject, Vector3 intersectionPosition);
/// Called every frame the user is still looking at a valid GameObject. This
/// can be a 3D or UI element.
///
/// The camera is the event camera, the target is the object the user is
/// looking at, and the intersectionPosition is the intersection point of the
/// ray sent from the camera on the object.
void OnGazeStay(Camera camera, GameObject targetObject, Vector3 intersectionPosition);
/// Called when the user's look no longer intersects an object previously
/// intersected with a ray projected from the camera.
/// This is also called just before **OnGazeDisabled** and may have have any of
/// the values set as **null**.
///
/// The camera is the event camera and the target is the object the user
/// previously looked at.
void OnGazeExit(Camera camera, GameObject targetObject);
/// Called when the Cardboard trigger is initiated. This is practically when
/// the user begins pressing the trigger.
void OnGazeTriggerStart(Camera camera);
/// Called when the Cardboard trigger is finished. This is practically when
/// the user releases the trigger.
void OnGazeTriggerEnd(Camera camera);
}