From 07ed9c0986725dd614889ade96fb88cf39abdb17 Mon Sep 17 00:00:00 2001
From: Adam Mollis <36461279+AMollis@users.noreply.github.com>
Date: Thu, 20 Jul 2023 23:15:31 -0700
Subject: [PATCH] Fixing XML Documentation warnings. Pass 4 (#11724)
* Fixing XML Documentation warnings
---
.../EyeTracking/EyeTrackingUtilities.cs | 27 ++++----
.../TargetPositioning/MoveObjectByEyeGaze.cs | 61 ++++++++++---------
.../EyeTracking/Visualizer/DrawOnTexture.cs | 2 +-
3 files changed, 46 insertions(+), 44 deletions(-)
diff --git a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/EyeTrackingUtilities.cs b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/EyeTrackingUtilities.cs
index 80d1df9be06..4bb1665322b 100644
--- a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/EyeTrackingUtilities.cs
+++ b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/EyeTrackingUtilities.cs
@@ -49,15 +49,15 @@ public static IEnumerator LoadNewScene(string sceneToBeLoaded, float delayInSeco
///
/// Change the material color of the given .
///
- /// The object whose material colors will be changed.
+ /// The object whose material colors will be changed.
/// The new color to apply to the object's materials.
/// Obtain the original color of the first material's . This must be to obtain this original color.
/// to only change materials on the root , and to change children's materials too.
- public static void SetGameObjectColor(GameObject gameObject, Color newColor, ref Color? originalColor, bool onlyApplyToRoot)
+ public static void SetGameObjectColor(GameObject target, Color newColor, ref Color? originalColor, bool onlyApplyToRoot)
{
try
{
- Renderer[] renderers = gameObject.GetComponents();
+ Renderer[] renderers = target.GetComponents();
for (int i = 0; i < renderers.Length; i++)
{
Material[] mats = renderers[i].materials;
@@ -76,7 +76,7 @@ public static void SetGameObjectColor(GameObject gameObject, Color newColor, ref
if (!onlyApplyToRoot)
{
- renderers = gameObject.GetComponentsInChildren();
+ renderers = target.GetComponentsInChildren();
for (int i = 0; i < renderers.Length; i++)
{
Material[] mats = renderers[i].materials;
@@ -94,29 +94,30 @@ public static void SetGameObjectColor(GameObject gameObject, Color newColor, ref
}
///
- /// Change the transparency of game object "gameObject" with a transparency value between 0 and 1;
+ /// Change the transparency of a with a transparency value between 0 and 1.
///
- public static void GameObject_ChangeTransparency(GameObject gameObject, float newTransparency)
+ public static void SetGameObjectTransparency(GameObject target, float newTransparency)
{
float originalTransparency = 0; // just a dummy variable to reuse the following function
- GameObject_ChangeTransparency(gameObject, newTransparency, ref originalTransparency);
+ SetGameObjectTransparency(target, newTransparency, ref originalTransparency);
}
///
- /// Change the transparency of game object "gameObject" with a transparency value between 0 and 255 with the option to
+ /// Change the transparency of a with a transparency value between 0 and 255 with the option to
/// receive the original transparency value back.
///
+ /// The function will query for instances on this target object, and change the transparency on the found instances.
/// Expected values range from 0 (fully transparent) to 1 (fully opaque).
/// Input "-1" if you don't know the original transparency yet.
- public static void GameObject_ChangeTransparency(GameObject gameObject, float transparency, ref float originalTransparency)
+ public static void SetGameObjectTransparency(GameObject target, float transparency, ref float originalTransparency)
{
try
{
// Go through renderers in main object
- Renderers_ChangeTransparency(gameObject.GetComponents(), transparency, ref originalTransparency);
+ SetRenderersTransparency(target.GetComponents(), transparency, ref originalTransparency);
// Go through renderers in children objects
- Renderers_ChangeTransparency(gameObject.GetComponentsInChildren(), transparency, ref originalTransparency);
+ SetRenderersTransparency(target.GetComponentsInChildren(), transparency, ref originalTransparency);
}
catch (System.Exception)
{
@@ -125,12 +126,12 @@ public static void GameObject_ChangeTransparency(GameObject gameObject, float tr
}
///
- /// Change the transparency of a given array of renderers to a given transparency value between 0 and 255;
+ /// Change the transparency of a given array of renderers to a given transparency value between 0 and 255.
///
/// Array of renderers to apply a new transparency value to.
/// Value between 0 and 255.
/// Option to return the original transparency value.
- private static void Renderers_ChangeTransparency(Renderer[] renderers, float transparency, ref float originalTransparency)
+ private static void SetRenderersTransparency(Renderer[] renderers, float transparency, ref float originalTransparency)
{
for (int i = 0; i < renderers.Length; i++)
{
diff --git a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/TargetPositioning/MoveObjectByEyeGaze.cs b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/TargetPositioning/MoveObjectByEyeGaze.cs
index e93cf23e172..be0af55952d 100644
--- a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/TargetPositioning/MoveObjectByEyeGaze.cs
+++ b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/TargetPositioning/MoveObjectByEyeGaze.cs
@@ -135,7 +135,7 @@ private bool
private bool manualTargetManipulation = false;
- private Vector3 initalGazeDirection;
+ private Vector3 initialGazeDirection;
private static bool isManipulatingUsingHands = false;
private static bool isManipulatingUsingVoice = false;
private Vector3 handPositionAbsolute;
@@ -147,8 +147,8 @@ private bool
private Ray? headPreviousRay;
private float headDeltaDirectionThreshold = 0.05f;
- private float headSmoothf = 0.1f;
- private float headDeltaDirectionf = 0f;
+ private float headSmooth = 0.1f;
+ private float headDeltaDirection = 0f;
private int ConstraintX => freezeX ? 0 : 1;
private int ConstraintY => freezeY ? 0 : 1;
@@ -164,6 +164,7 @@ private bool
private readonly float minDiffAngleForVerticalPlacement = 50f;
#endregion
+ ///
public override float GetSelectionProgress()
{
return objectIsGrabbed ? 1f : base.GetSelectionProgress();
@@ -453,7 +454,7 @@ private void ActivatePreview()
{
previewGameObject = Instantiate(gameObject);
previewGameObject.GetComponent().enabled = false;
- EyeTrackingUtilities.GameObject_ChangeTransparency(previewGameObject, transparencyPreview);
+ EyeTrackingUtilities.SetGameObjectTransparency(previewGameObject, transparencyPreview);
placePreviewAtHitPoint = false;
}
@@ -481,17 +482,17 @@ private void DragAndDrop_Start()
if (!objectIsGrabbed && isHovered)
{
objectIsGrabbed = true;
- EyeTrackingUtilities.GameObject_ChangeTransparency(gameObject, transparencyInTransition, ref originalTransparency);
+ EyeTrackingUtilities.SetGameObjectTransparency(gameObject, transparencyInTransition, ref originalTransparency);
initialHandPosition = handPositionAbsolute;
- initalGazeDirection = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
+ initialGazeDirection = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
- if (TryGetComponent(out var rbody))
+ if (TryGetComponent(out var rigidbody))
{
- originalUseGravity = rbody.useGravity;
- originalDrag = rbody.drag;
+ originalUseGravity = rigidbody.useGravity;
+ originalDrag = rigidbody.drag;
- rbody.useGravity = false;
- rbody.drag = float.PositiveInfinity;
+ rigidbody.useGravity = false;
+ rigidbody.drag = float.PositiveInfinity;
}
}
}
@@ -516,11 +517,11 @@ private void DragAndDrop_Finish()
objectIsGrabbed = false;
DeactivatePreview();
- EyeTrackingUtilities.GameObject_ChangeTransparency(gameObject, originalTransparency);
- if (TryGetComponent(out var rbody))
+ EyeTrackingUtilities.SetGameObjectTransparency(gameObject, originalTransparency);
+ if (TryGetComponent(out var rigidbody))
{
- rbody.useGravity = originalUseGravity;
- rbody.drag = originalDrag;
+ rigidbody.useGravity = originalUseGravity;
+ rigidbody.drag = originalDrag;
}
onDrop.Invoke();
@@ -541,20 +542,20 @@ private void RelativeMoveUpdate(Vector3 relativeMovement)
///
private float Angle_InitialGazeToCurrGazeDir()
{
- return Vector3.Angle(initalGazeDirection, Camera.main.transform.forward);
+ return Vector3.Angle(initialGazeDirection, Camera.main.transform.forward);
}
///
- /// Compute angle between target center ( OR original targeting location??? ) and current targeting direction
+ /// Compute angle between target center and current targeting direction
///
- private float Angle_ToCurrHitTarget(GameObject gobj)
+ private float Angle_ToCurrHitTarget(GameObject target)
{
if (gazeInteractor.PreciseHitResult.targetInteractable != null)
{
// Target is currently hit
- if (gazeInteractor.PreciseHitResult.targetInteractable.transform.gameObject == gobj)
+ if (gazeInteractor.PreciseHitResult.targetInteractable.transform.gameObject == target)
{
- initalGazeDirection = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
+ initialGazeDirection = new Vector3(Camera.main.transform.forward.x, Camera.main.transform.forward.y, Camera.main.transform.forward.z);
return 0.0f;
}
@@ -579,9 +580,9 @@ private bool HeadIsInMotion()
float deltaDir = Vector3.Distance(headPreviousRay.Value.direction, forward);
if (deltaPos != 0f && deltaDir != 0f)
{
- headDeltaDirectionf = deltaDir * headSmoothf + headDeltaDirectionf * (1f - headSmoothf);
+ headDeltaDirection = deltaDir * headSmooth + headDeltaDirection * (1f - headSmooth);
- headIsInMotion = headDeltaDirectionf > headDeltaDirectionThreshold;
+ headIsInMotion = headDeltaDirection > headDeltaDirectionThreshold;
}
}
@@ -617,13 +618,13 @@ private void MoveTargetBy(Vector3 delta)
hitPosition.y += gameObject.transform.localScale.y * 0.5f;
}
- Vector3 objp = gameObject.transform.position;
+ Vector3 objectPosition = gameObject.transform.position;
// Constrain in y-direction
gameObject.transform.position = new Vector3(
- (((ConstraintX + 1) % 2) * objp.x) + (ConstraintX * hitPosition.x),
- (((ConstraintY + 1) % 2) * objp.y) + (ConstraintY * hitPosition.y),
- (((ConstraintZ + 1) % 2) * objp.z) + (ConstraintZ * hitPosition.z));
+ (((ConstraintX + 1) % 2) * objectPosition.x) + (ConstraintX * hitPosition.x),
+ (((ConstraintY + 1) % 2) * objectPosition.y) + (ConstraintY * hitPosition.y),
+ (((ConstraintZ + 1) % 2) * objectPosition.z) + (ConstraintZ * hitPosition.z));
ConstrainMovement();
@@ -675,13 +676,13 @@ private void MoveTargetTo(Vector3 destination)
destination.y += gameObject.transform.localScale.y * 0.5f;
}
- Vector3 objp = gameObject.transform.position;
+ Vector3 objectPosition = gameObject.transform.position;
// Constrain movement
gameObject.transform.position = new Vector3(
- ((ConstraintX + 1) % 2 * objp.x) + (ConstraintX * destination.x),
- ((ConstraintY + 1) % 2 * objp.y) + (ConstraintY * destination.y),
- ((ConstraintZ + 1) % 2 * objp.z) + (ConstraintZ * destination.z));
+ ((ConstraintX + 1) % 2 * objectPosition.x) + (ConstraintX * destination.x),
+ ((ConstraintY + 1) % 2 * objectPosition.y) + (ConstraintY * destination.y),
+ ((ConstraintZ + 1) % 2 * objectPosition.z) + (ConstraintZ * destination.z));
initialHandPosition = handPositionAbsolute;
}
diff --git a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/Visualizer/DrawOnTexture.cs b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/Visualizer/DrawOnTexture.cs
index 102c9572b5f..a82a3e24159 100644
--- a/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/Visualizer/DrawOnTexture.cs
+++ b/UnityProjects/MRTKDevTemplate/Assets/Scripts/EyeTracking/Visualizer/DrawOnTexture.cs
@@ -92,7 +92,7 @@ public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase up
}
///
- /// Updates the heat map with a hit at .
+ /// Updates the heat map with a hit at .
///
/// The hit position in world co-ordinates.
public void DrawAtThisHitPos(Vector3 hitPosition)