IsConnected
: bool |
Signature
bool Oculus.Interaction.Body.Input.Body.IsConnected |
IsHighConfidence
: bool |
Signature
bool Oculus.Interaction.Body.Input.Body.IsHighConfidence |
IsTrackedDataValid
: bool |
Signature
bool Oculus.Interaction.Body.Input.Body.IsTrackedDataValid |
Scale
: float |
Signature
float Oculus.Interaction.Body.Input.Body.Scale |
SkeletonMapping
: ISkeletonMapping |
Signature
ISkeletonMapping Oculus.Interaction.Body.Input.Body.SkeletonMapping |
WhenBodyUpdated
: Action |
Signature
Action Oculus.Interaction.Body.Input.Body.WhenBodyUpdated |
Apply
(
data
)
|
Signature
override void Oculus.Interaction.Body.Input.Body.Apply(BodyDataAsset data) Parameters data: BodyDataAssetReturns override void |
GetJointPose
(
bodyJointId
, pose
)
|
Attempts to calculate the pose of the requested body joint, in world space.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is applied to this joint position.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPose(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseFromRoot
(
bodyJointId
, pose
)
|
Attempts to calculate the pose of the requested hand joint relative to the root.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseLocal
(
bodyJointId
, pose
)
|
Attempts to calculate the pose of the requested body joint, in local space to its parent joint.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
Signature
bool Oculus.Interaction.Body.Input.Body.GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetRootPose
(
pose
)
|
Gets the root pose of the body, in world space.
Will return true if a pose was available; false otherwise. Confidence level of the pose is exposed via IsHighConfidence.
Signature
bool Oculus.Interaction.Body.Input.Body.GetRootPose(out Pose pose) Parameters pose: out PoseReturns bool |
MarkInputDataRequiresUpdate
()
|
Signature
override void Oculus.Interaction.Body.Input.Body.MarkInputDataRequiresUpdate() Returns override void |