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Remove hand ray type setting
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FejZa committed Apr 4, 2020
1 parent 7e61a74 commit 0cd4f5f
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Showing 12 changed files with 4 additions and 84 deletions.
2 changes: 1 addition & 1 deletion Submodules/Lumin
Submodule Lumin updated from 626743 to 06e583
2 changes: 1 addition & 1 deletion Submodules/Oculus
2 changes: 1 addition & 1 deletion Submodules/SDK
Submodule SDK updated from e56fd4 to 934642
2 changes: 1 addition & 1 deletion Submodules/WindowsMixedReality
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Expand Up @@ -3,9 +3,7 @@

using System.Collections.Generic;
using UnityEngine;
using XRTK.Attributes;
using XRTK.Definitions.Utilities;
using XRTK.Interfaces.InputSystem.Controllers.Hands;
using XRTK.Providers.Controllers.Hands;

namespace XRTK.Definitions.Controllers.Simulation.Hands
Expand Down Expand Up @@ -43,16 +41,6 @@ public class SimulatedHandControllerDataProviderProfile : SimulatedControllerDat
/// </summary>
public bool HandMeshingEnabled => handMeshingEnabled;

[SerializeField]
[Tooltip("The hand ray concrete type to use when raycasting for hand interaction.")]
[Implements(typeof(IMixedRealityHandRay), TypeGrouping.ByNamespaceFlat)]
private SystemType handRayType = null;

/// <summary>
/// The hand ray concrete type to use when raycasting for hand interaction.
/// </summary>
public SystemType HandRayType => handRayType;

[Header("Hand Physics")]

[SerializeField]
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Expand Up @@ -2,9 +2,7 @@
// Licensed under the MIT License. See LICENSE in the project root for license information.

using UnityEngine;
using XRTK.Attributes;
using XRTK.Definitions.Utilities;
using XRTK.Interfaces.InputSystem.Controllers.Hands;
using XRTK.Providers.Controllers.Hands;

namespace XRTK.Definitions.InputSystem
Expand All @@ -26,16 +24,6 @@ public class MixedRealityHandTrackingProfile : BaseMixedRealityProfile
/// </summary>
public bool HandMeshingEnabled => handMeshingEnabled;

[SerializeField]
[Tooltip("The hand ray concrete type to use when raycasting for hand interaction.")]
[Implements(typeof(IMixedRealityHandRay), TypeGrouping.ByNamespaceFlat)]
private SystemType handRayType = null;

/// <summary>
/// The hand ray concrete type to use when raycasting for hand interaction.
/// </summary>
public SystemType HandRayType => handRayType;

[Header("Hand Physics")]

[SerializeField]
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Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,6 @@ public class SimulatedHandControllerDataProviderProfileInspector : SimulatedCont
{
// Global hand settings overrides
private SerializedProperty handMeshingEnabled;
private SerializedProperty handRayType;
private SerializedProperty handPhysicsEnabled;
private SerializedProperty useTriggers;
private SerializedProperty boundsMode;
Expand All @@ -24,7 +23,6 @@ protected override void OnEnable()
base.OnEnable();

handMeshingEnabled = serializedObject.FindProperty(nameof(handMeshingEnabled));
handRayType = serializedObject.FindProperty(nameof(handRayType));
handPhysicsEnabled = serializedObject.FindProperty(nameof(handPhysicsEnabled));
useTriggers = serializedObject.FindProperty(nameof(useTriggers));
boundsMode = serializedObject.FindProperty(nameof(boundsMode));
Expand All @@ -40,7 +38,6 @@ protected override void OnEnable()
protected override void OnInspectorAdditionalGUI()
{
EditorGUILayout.PropertyField(handMeshingEnabled);
EditorGUILayout.PropertyField(handRayType);
EditorGUILayout.PropertyField(handPhysicsEnabled);
EditorGUILayout.PropertyField(useTriggers);
EditorGUILayout.PropertyField(boundsMode);
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Expand Up @@ -3,15 +3,13 @@

using UnityEditor;
using XRTK.Definitions.InputSystem;
using XRTK.Inspectors.Utilities;

namespace XRTK.Inspectors.Profiles.InputSystem
{
[CustomEditor(typeof(MixedRealityHandTrackingProfile))]
public class MixedRealityHandTrackingProfileInspector : BaseMixedRealityProfileInspector
{
private SerializedProperty handMeshingEnabled;
private SerializedProperty handRayType;

private SerializedProperty handPhysicsEnabled;
private SerializedProperty useTriggers;
Expand All @@ -22,7 +20,6 @@ protected override void OnEnable()
base.OnEnable();

handMeshingEnabled = serializedObject.FindProperty(nameof(handMeshingEnabled));
handRayType = serializedObject.FindProperty(nameof(handRayType));

handPhysicsEnabled = serializedObject.FindProperty(nameof(handPhysicsEnabled));
useTriggers = serializedObject.FindProperty(nameof(useTriggers));
Expand All @@ -40,7 +37,6 @@ public override void OnInspectorGUI()
serializedObject.Update();

EditorGUILayout.PropertyField(handMeshingEnabled);
EditorGUILayout.PropertyField(handRayType);
EditorGUILayout.Space();

EditorGUILayout.PropertyField(handPhysicsEnabled);
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