Active
: bool |
Implements IActiveState.Active, in this case indicating whether the underlying Body is connected.
This is a remapping method which makes the IsConnected value available to consumers treating the BodyRef as an IActiveState.
Signature
bool Oculus.Interaction.Input.BodyRef.Active |
CurrentDataVersion
: int | |
IsConnected
: bool | |
IsHighConfidence
: bool | |
IsTrackedDataValid
: bool | |
Scale
: float | |
SkeletonMapping
: ISkeletonMapping |
Body
: IBody
[Get] | |
WhenBodyUpdated
: Action |
Awake
()
|
Signature
virtual void Oculus.Interaction.Input.BodyRef.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Input.BodyRef.Start() Returns void |
GetJointPose
(
bodyJointId
, pose
)
|
Invokes IBody.GetJointPose(BodyJointId bodyJointId, out Pose) on the underlying Body.
This is a pure shim method equivalent to invoking the same method on the Body.
Signature
bool Oculus.Interaction.Input.BodyRef.GetJointPose(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseFromRoot
(
bodyJointId
, pose
)
|
Invokes IBody.GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose) on the underlying Body.
This is a pure shim method equivalent to invoking the same method on the Body.
Signature
bool Oculus.Interaction.Input.BodyRef.GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetJointPoseLocal
(
bodyJointId
, pose
)
|
Invokes IBody.GetJointPoseLocal(BodyJointId bodyJointId, out Pose) on the underlying Body.
This is a pure shim method equivalent to invoking the same method on the Body.
Signature
bool Oculus.Interaction.Input.BodyRef.GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose) Parameters bodyJointId: BodyJointIdpose: out PoseReturns bool |
GetRootPose
(
pose
)
| |
InjectAllBodyRef
(
body
)
|
Sets all required dependencies for a dynamically instantiated BodyRef.
This is a convenience method wrapping InjectBody(IBody). This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.Input.BodyRef.InjectAllBodyRef(IBody body) Parameters body: IBodyReturns void |
InjectBody
(
body
)
|
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.Input.BodyRef.InjectBody(IBody body) Parameters body: IBodyReturns void |