Active
: bool |
Signature
bool Oculus.Interaction.Input.ControllerRef.Active |
ControllerInput
: ControllerInput |
Signature
ControllerInput Oculus.Interaction.Input.ControllerRef.ControllerInput |
Handedness
: Handedness |
Signature
Handedness Oculus.Interaction.Input.ControllerRef.Handedness |
IsConnected
: bool |
Signature
bool Oculus.Interaction.Input.ControllerRef.IsConnected |
IsPoseValid
: bool |
Signature
bool Oculus.Interaction.Input.ControllerRef.IsPoseValid |
Scale
: float |
Signature
float Oculus.Interaction.Input.ControllerRef.Scale |
WhenUpdated
: Action |
Signature
Action Oculus.Interaction.Input.ControllerRef.WhenUpdated |
Awake
()
|
Signature
virtual void Oculus.Interaction.Input.ControllerRef.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Input.ControllerRef.Start() Returns void |
InjectAllControllerRef
(
controller
)
|
Signature
void Oculus.Interaction.Input.ControllerRef.InjectAllControllerRef(IController controller) Parameters controller: IControllerReturns void |
InjectController
(
controller
)
|
Signature
void Oculus.Interaction.Input.ControllerRef.InjectController(IController controller) Parameters controller: IControllerReturns void |
IsButtonUsageAllActive
(
buttonUsage
)
|
Batch query method for determining whether all of a set of buttons (characterized by a bit mask of ControllerButtonUsage) are currently active.
Signature
bool Oculus.Interaction.Input.ControllerRef.IsButtonUsageAllActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsageÂ
The bit mask indicating which buttons are part of the query
Returns boolÂ
True if all of the queried buttons are active, false otherwise
|
IsButtonUsageAnyActive
(
buttonUsage
)
|
Batch query method for determining whether any within a set of buttons (characterized by a bit mask of ControllerButtonUsage) is currently active.
Signature
bool Oculus.Interaction.Input.ControllerRef.IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsageÂ
The bit mask indicating which buttons are part of the query
Returns boolÂ
True if any of the queried buttons are active, false otherwise
|
TryGetPointerPose
(
pose
)
|
Attempts to return a valid "pointer pose" for the controller.
A "pointer pose" is a world-space pose (position and orientation) intended to be used as a directional input, conceptually comparable to "pointing at something." Typically, individual controllers provide their own "pointer pose" based on the ergonomics of the device; this method provides a unified way to query for this.
Signature
bool Oculus.Interaction.Input.ControllerRef.TryGetPointerPose(out Pose pose) Parameters pose: out PoseÂ
A valid world-space pointer pose if one could be calculated, identity otherwise
Returns boolÂ
True if the pose argument was populated with a valid pointer pose, false otherwise
|
TryGetPose
(
pose
)
|
Attempts to retrieve the pose of the controller in world space.
The exact relationship of the retrieved pose to the physical position of the controller can vary by platform, but it typically corresponds to the root transform of the intended visual affordance for the physical controller being tracked.
Signature
bool Oculus.Interaction.Input.ControllerRef.TryGetPose(out Pose pose) Parameters pose: out PoseÂ
A void world space pose for the controller if available, identity otherwise
Returns boolÂ
True if the pose argument was populated with a valid pose, false otherwise
|