Optional
_interactor: InteractorPrivate
_cursorPrivate
Optional
_interactorPrivate
cameraPrivate
currentPrivate
currentPrivate
currentPrivate
cursorPrivate
distancePrivate
enablePrivate
enablePrivate
filterCurrently using a one-euro filter optimized for reducing slow speed jitter.
Private
handPrivate
interactionPrivate
interactionPrivate
isPrivate
isPrivate
logPrivate
onPrivate
onPrivate
scrollPrivate
statePrivate
interactorPrivate
animatePrivate
calculatePrivate
cancelCancel the existing animation and set the isAnimating boolean to false, allowing other functions (getFarFieldCursorPosition and getHeldCursorPosition) to modify cursorDistance to jump the cursor to the Interactable object
Private
checkPrivate
checkPrivate
checkPrivate
getCalculates the position of the cursor based on the center of the targeting ray.
the position of the cursor, or null if not applicable
Private
getReturns the held cursor position, where it's stuck to the center of target when currently selecting, or the hit position otherwise.
the position of the held cursor, with the regular far field cursor position or null as a fallback if the target hit position cannot be found.
Private
getPrivate
setupPrivate
shouldif the cursor should be held to the hit position. During manipulation, since the interactor is assumed to be triggered, we hold the cursor to maintain local offset.
Private
shouldPrivate
updateWhen in indirect interaction mode while targeting an Interactable, positions to interaction hit point if snapping. If there is no origin, then hide the cursor instead.
ViewModel for the InteractorCursor that uses a StateMachine to keep track of cursor updates & state changes.