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HandSkeletonJoint Struct

Contains the data for a single joint within the HandSkeleton hierarchy.
HandSkeleton's joint hierarchy is stored as an array, but structured as a tree; to calculate transform data for a join in the hierarchy, one need only start at the correct joint index in HandSkeleton.Joints and follow the parent indices backward up the hierarchy to the root, concatenating transforms throughout the process.

Fields

parent : int
Index of the HandSkeletonJoint in the skeleton hierarchy (HandSkeleton.Joints).
Must always have a lower index than this joint.
Signature
int Oculus.Interaction.Input.HandSkeletonJoint.parent
pose : Pose
Stores the pose of the joint, in local space.
For an overview of the process of calculating joint poses in non-local space, see the remarks on HandSkeletonJoint.
Signature
Pose Oculus.Interaction.Input.HandSkeletonJoint.pose
radius : float
Radius of the bones starting at this joint
Signature
float Oculus.Interaction.Input.HandSkeletonJoint.radius