Config
: HandDataSourceConfig |
This data object contains configuration data that is shuttled through the DataModifier<TData> stack.
Signature
HandDataSourceConfig Oculus.Interaction.Input.HandDataAsset.Config |
FingerPinchStrength
: float [] |
An array of values representing finger pinch states, where the strength value represents the strength of the pinch being provided for each finger.
This array is indexed by the values of the HandFinger enum.
Signature
float [] Oculus.Interaction.Input.HandDataAsset.FingerPinchStrength |
HandScale
: float |
The scale of the hand as provided by the system.
Signature
float Oculus.Interaction.Input.HandDataAsset.HandScale |
IsConnected
: bool |
Is the hand a connected input device to the headset.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsConnected |
IsDataValid
: bool |
Is the data in this asset considered valid.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDataValid |
IsDataValidAndConnected
: bool |
Convenience property which returns true if IsDataValid and IsConnected are both true.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDataValidAndConnected |
IsDominantHand
: bool |
True if this hand is considered the dominant hand, as set by the system handedness.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsDominantHand |
IsFingerHighConfidence
: bool [] |
Similar to IsHighConfidence but per-finger.
Represents the tracking system's confidence in the accuracy of each finger. This array is indexed by the values of the HandFinger enum.
Signature
bool [] Oculus.Interaction.Input.HandDataAsset.IsFingerHighConfidence |
IsFingerPinching
: bool [] |
An array of booleans representing finger pinch states, where True represents a finger that is performing a pinch gesture.
This array is indexed by the values of the HandFinger enum.
Signature
bool [] Oculus.Interaction.Input.HandDataAsset.IsFingerPinching |
IsHighConfidence
: bool |
True if the tracking system considers the tracking data as high confidence, which can be used to determine how accurate the supplied pose data is.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsHighConfidence |
IsTracked
: bool |
Is the hand being tracked by the headset.
Signature
bool Oculus.Interaction.Input.HandDataAsset.IsTracked |
Joints
: Quaternion [] |
An array containing joint orientations of the hand skeleton.
This array is indexed by the integer values of the HandJointId enum.
Signature
Quaternion [] Oculus.Interaction.Input.HandDataAsset.Joints |
PointerPose
: Pose |
The pointer pose for the hand, which is generally used as the raycast source pose.
See PointerPoseOrigin for information on how this pose was created.
Signature
Pose Oculus.Interaction.Input.HandDataAsset.PointerPose |
PointerPoseOrigin
: PoseOrigin |
Information about how PointerPose was created, for example whether it is the raw pose from tracking, or whether is has been filtered or modified in the DataModifier<TData> stack.
Signature
PoseOrigin Oculus.Interaction.Input.HandDataAsset.PointerPoseOrigin |
Root
: Pose |
The root pose of the hand, which typically represents the wrist position.
See RootPoseOrigin for information on how this pose was created.
Signature
Pose Oculus.Interaction.Input.HandDataAsset.Root |
RootPoseOrigin
: PoseOrigin |
Information about how RootPose was created, for example whether it is the raw pose from tracking, or whether is has been filtered or modified in the DataModifier<TData> stack.
Signature
PoseOrigin Oculus.Interaction.Input.HandDataAsset.RootPoseOrigin |
CopyFrom
(
source
)
|
Copies the provided HandDataAsset into the caller.
Signature
void Oculus.Interaction.Input.HandDataAsset.CopyFrom(HandDataAsset source) Parameters Returns void |
CopyPosesFrom
(
source
)
|
Copies only pose data from a provided HandDataAsset into the caller.
Signature
void Oculus.Interaction.Input.HandDataAsset.CopyPosesFrom(HandDataAsset source) Parameters Returns void |