ARCursor - iimurpyh/pilot-lua GitHub Wiki

An object returned by ARController:GetCursor() and ARController:GetCursors()

Table of contents

Properties


CFrame ARCursor.Hit

The CFrame of the mouse's position in 3D space.


CFrame ARCursor.Origin

A CFrame indicating where the mouse originated from.


dictionary? ARCursor.Target

A dictionary containing information about the mouse's target, or nil.


Ray ARCursor.UnitRay

A Ray directed towards the mouse's position in 3D space.


CFrame ARCursor.WorldPosition

The Vector3 position of the mouse in AR space. Identical to ARCursor.Hit.Position


CFrame ARCursor.ScreenPosition

A Vector2 representing the current mouse location on the player's screen relative to the top left corner.


dictionary ARCursor.UserInput

A dictionary containing information about the user's input, formatted like so:

{
  Mouse = { InputObject }, -- An array containing all of the mouse buttons currently being held down.
  Keyboard = { InputObject }, -- An array containing all of the keys currently being held down.
  Gamepad = { -- An array containing all of the connected gamepads, replacing "NUM" with the gamepad number.
      [Enum.UserInputType.GamepadNUM] = { InputObject }  -- An array containing all of the buttons currently being held down on this gamepad.
  },

  VREnabled = ( Boolean ), -- Whether VR is available.
  KeyboardEnabled = ( Boolean ), -- Whether a keyboard is available.
  TouchEnabled = ( Boolean ), -- Whether the device currenly has touch screen available.
  GamepadEnabled = ( Boolean ), -- Whether there is any gamepad connected.

  LastInputType = ( Enum.UserInputType ) -- Returns the 'Enum.UserInputType' associated with the user's most recent input.
}

Vector2 ARCursor.MouseDelta

The change in pixels of the mouse in the last rendered frame as a Vector2. Influenced by client mouse sensitivity settings.


dictionary ARCursor.UserCFrames

A dictionary containing the positions and orientations of a VR device. More info pending.


dictionary ARCursor.Camera

A dictionary containing information about the user's camera, formatted like so:

{
  ViewportSize = ( ??? ), -- The size of the camera viewport.
  ViewportSizeUI = ( ??? ), -- ???

  CFrame = ( CFrame ), -- A CFrame representing the position and orientation of the camera.
  Focus = ( CFrame ), -- The CFrame of the point the camera is looking at.

  RenderCFrame = ( CFrame ), -- The actual CFrame of the camera as it is rendered. This includes the impact of VR.

  NearPlaneZ = ( number ), -- Describes how far away the camera's near clipping plane is in studs.
  HeadScale = ( number ), -- The scale of the user's head when using VR.
  CameraType = ( Enum.CameraType ), -- The current type of the camera.

  FieldOfView = ( number ), -- A number describing the field of view of the camera.
  DiagonalFieldOfView = ( number ), -- The maximum diagonal field of view of the camera. 
  MaxAxisFieldOfView = ( number ), -- The maximum axis field of view of the camera.
  FieldOfViewMode = ( Enum.FieldOfViewMode ) -- The FieldOfView Mode of the camera.
}