docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class QuaternionControl

    A generic input control reading quaternion (rotation) values.

    Inheritance
    object
    InputControl
    InputControl<Quaternion>
    QuaternionControl
    Inherited Members
    InputControl<Quaternion>.valueType
    InputControl<Quaternion>.valueSizeInBytes
    InputControl<Quaternion>.value
    InputControl<Quaternion>.ReadValue()
    InputControl<Quaternion>.ReadValueFromPreviousFrame()
    InputControl<Quaternion>.ReadDefaultValue()
    InputControl<Quaternion>.ReadValueFromState(void*)
    InputControl<Quaternion>.ReadValueFromStateWithCaching(void*)
    InputControl<Quaternion>.ReadUnprocessedValueFromStateWithCaching(void*)
    InputControl<Quaternion>.ReadUnprocessedValue()
    InputControl<Quaternion>.ReadValueFromStateAsObject(void*)
    InputControl<Quaternion>.ReadValueFromStateIntoBuffer(void*, void*, int)
    InputControl<Quaternion>.WriteValueFromBufferIntoState(void*, int, void*)
    InputControl<Quaternion>.WriteValueFromObjectIntoState(object, void*)
    InputControl<Quaternion>.ReadValueFromBufferAsObject(void*, int)
    InputControl<Quaternion>.CompareValue(void*, void*)
    InputControl<Quaternion>.ProcessValue(Quaternion)
    InputControl<Quaternion>.ProcessValue(ref Quaternion)
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.this[string]
    InputControl.magnitude
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.EvaluateMagnitude(void*)
    InputControl.TryGetChildControl(string)
    InputControl.TryGetChildControl<TControl>(string)
    InputControl.GetChildControl(string)
    InputControl.GetChildControl<TControl>(string)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    InputControl.optimizedControlDataType
    InputControl.ApplyParameterChanges()
    Namespace: UnityEngine.InputSystem.Controls
    Assembly: Unity.InputSystem.dll
    Syntax
    public class QuaternionControl : InputControl<Quaternion>

    Constructors

    QuaternionControl()

    Default-initialize the control.

    Declaration
    public QuaternionControl()

    Properties

    w

    The W component of the quaternion.

    Declaration
    public AxisControl w { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing the W component.

    x

    The X component of the quaternion.

    Declaration
    public AxisControl x { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing the X component.

    y

    The Y component of the quaternion.

    Declaration
    public AxisControl y { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing the Y component.

    z

    The Z component of the quaternion.

    Declaration
    public AxisControl z { get; set; }
    Property Value
    Type Description
    AxisControl

    Control representing the Z component.

    Methods

    CalculateOptimizedControlDataType()

    Calculates and returns a optimized data type that can represent a control's value in memory directly. The value then is cached in optimizedControlDataType. This method is for internal use only, you should not call this from your own code.

    Declaration
    protected override FourCC CalculateOptimizedControlDataType()
    Returns
    Type Description
    FourCC
    Overrides
    InputControl.CalculateOptimizedControlDataType()

    FinishSetup()

    Perform final initialization tasks after the control hierarchy has been put into place.

    Declaration
    protected override void FinishSetup()
    Overrides
    InputControl<Quaternion>.FinishSetup()
    Remarks

    This method can be overridden to perform control- or device-specific setup work. The most common use case is for looking up child controls and storing them in local getters.

    public class MyDevice : InputDevice
    {
    public ButtonControl button { get; private set; }
    public AxisControl axis { get; private set; }

             protected override void OnFinishSetup()
             {
                 // Cache controls in getters.
                 button = GetChildControl("button");
                 axis = GetChildControl("axis");
             }
         }</code></pre></example>
    

    ReadUnprocessedValueFromState(void*)

    Declaration
    public override Quaternion ReadUnprocessedValueFromState(void* statePtr)
    Parameters
    Type Name Description
    void* statePtr
    Returns
    Type Description
    Quaternion
    Overrides
    InputControl<Quaternion>.ReadUnprocessedValueFromState(void*)

    WriteValueIntoState(Quaternion, void*)

    Declaration
    public override void WriteValueIntoState(Quaternion value, void* statePtr)
    Parameters
    Type Name Description
    Quaternion value
    void* statePtr
    Overrides
    InputControl<Quaternion>.WriteValueIntoState(Quaternion, void*)

    Extension Methods

    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, void*, void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*, void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, void*)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, bool>)
    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInState(InputControl, void*)
    InputControlExtensions.IsActuated(InputControl, float)
    InputControlExtensions.IsPressed(InputControl, float)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, void*, int)
    InputControlExtensions.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, object)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState(InputControl, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, void*)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, double)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)

    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Constructors
      • QuaternionControl()
    • Properties
      • w
      • x
      • y
      • z
    • Methods
      • CalculateOptimizedControlDataType()
      • FinishSetup()
      • ReadUnprocessedValueFromState(void*)
      • WriteValueIntoState(Quaternion, void*)
    • Extension Methods
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)