ControllerInput
: ControllerInput
[Get] |
Retrieves a Input.ControllerInput which can be used to query the state of the buttons, thumbsticks, and other input modalities available on the controller.
Signature
ControllerInput Oculus.Interaction.Input.IController.ControllerInput |
Handedness
: Handedness
[Get] |
Indicates whether the tracked controller is Handedness.Left- or Handedness.Right-handed.
Signature
Handedness Oculus.Interaction.Input.IController.Handedness |
IsConnected
: bool
[Get] |
Indicates whether the controller is available and has valid data.
Note that, because this reflects both the general availability and present validity of controller data, this value can vary from frame to frame depending on whether the system is currently able to track the controller. This is a valid API to check in order to determine whether up-to-date controller data is available at a given moment.
Signature
bool Oculus.Interaction.Input.IController.IsConnected |
IsPoseValid
: bool
[Get] |
Indicates whether the controller is currently being tracked by the system such that valid poses for it can be retrieved.
Signature
bool Oculus.Interaction.Input.IController.IsPoseValid |
Scale
: float
[Get] |
Indicates the expected scale of the controller in world space.
Under most circumstances, this scale is 1; however, if the tracking space has been scaled relative to world space, that scaling will be reflected in this value.
Signature
float Oculus.Interaction.Input.IController.Scale |
WhenUpdated
: Action |
Event indicating that the controller has been updated and can now be queried for potentially new data.
Signature
Action Oculus.Interaction.Input.IController.WhenUpdated |
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.IController.IsButtonUsageAllActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsage
The bit mask indicating which buttons are part of the query
Returns bool
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.IController.IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage) Parameters buttonUsage: ControllerButtonUsage
The bit mask indicating which buttons are part of the query
Returns bool
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.IController.TryGetPointerPose(out Pose pose) Parameters pose: out Pose
A valid world-space pointer pose if one could be calculated, identity otherwise
Returns bool
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.IController.TryGetPose(out Pose pose) Parameters pose: out Pose
A void world space pose for the controller if available, identity otherwise
Returns bool
True if the pose argument was populated with a valid pose, false otherwise
|