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Body Class

Oculus::Interaction::Body::Input::Body extends Oculus.Interaction.Input.DataModifier< BodyDataAsset >.
Oculus::Interaction::Body::Input::Body extends Oculus.Interaction.Body.Input.IBody.

Overview

Properties

bool
Is the body connected and tracked.
bool
The body is connected and tracked, and the root pose's tracking data is marked as high confidence.
float
Scale[Get]
The scale of the body skeleton applied to world joint poses.
The mapping for this body, which allows querying of the supported joint set of the skeleton as well as joint parent/child relationship.
bool
True if the body is currently tracked, thus tracking poses are available for the body root and joints.

Events

Action

Public Member Functions

bool
GetJointPose
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in world space.
bool
GetJointPoseLocal
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in local space to its parent joint.
bool
GetJointPoseFromRoot
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested hand joint relative to the root.
bool
GetRootPose
( out Pose pose )
Gets the root pose of the body, in world space.
override void

Object Data

override void

Details

Properties

bool Oculus.Interaction.Body.Input.Body.IsConnected
Is the body connected and tracked.
bool Oculus.Interaction.Body.Input.Body.IsHighConfidence
The body is connected and tracked, and the root pose's tracking data is marked as high confidence.
If this is true, then it implies that IsConnected is also true, so they don't need to be checked in addition to this.
float Oculus.Interaction.Body.Input.Body.Scale
The scale of the body skeleton applied to world joint poses.
ISkeletonMapping Oculus.Interaction.Body.Input.Body.SkeletonMapping
The mapping for this body, which allows querying of the supported joint set of the skeleton as well as joint parent/child relationship.
bool Oculus.Interaction.Body.Input.Body.IsTrackedDataValid
True if the body is currently tracked, thus tracking poses are available for the body root and joints.

Events

Action Oculus.Interaction.Body.Input.Body.WhenBodyUpdated ( )
No description available.

Member Functions

bool Oculus.Interaction.Body.Input.Body.GetJointPose
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in world space.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is applied to this joint position.
bool Oculus.Interaction.Body.Input.Body.GetJointPoseLocal
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in local space to its parent joint.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
bool Oculus.Interaction.Body.Input.Body.GetJointPoseFromRoot
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested hand joint relative to the root.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
bool Oculus.Interaction.Body.Input.Body.GetRootPose
( out Pose pose )
Gets the root pose of the body, in world space.
Will return true if a pose was available; false otherwise. Confidence level of the pose is exposed via IsHighConfidence.
override void Oculus.Interaction.Body.Input.Body.MarkInputDataRequiresUpdate ( )
No description available.

Object Data

override void Oculus.Interaction.Body.Input.Body.Apply
( BodyDataAsset data )
No description available.
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