Hand[Get] | |
Handedness | Handedness[Get] |
bool | IsConnected[Get] |
bool | IsHighConfidence[Get] The hand is connected and tracked, and the root pose's tracking data is marked as high confidence. |
bool | IsDominantHand[Get] |
float | Scale[Get] |
bool | IsPointerPoseValid[Get] Will return true if a pointer pose is available, that can be retrieved via GetPointerPose |
bool | IsTrackedDataValid[Get] True if the hand is currently tracked, thus tracking poses are available for the hand root and finger joints. |
int | CurrentDataVersion[Get] Incremented every time the source tracking or state data changes. |
Action | |
bool | Active[Get] |
bool | GetFingerIsPinching ( HandFinger finger ) |
bool | |
bool | GetPointerPose ( out Pose pose ) Attempts to calculate the pose that can be used as a root for raycasting, in world space Returns false if there is no valid tracking data. |
bool | Attempts to calculate the pose of the requested hand joint, in world space. |
bool | Attempts to calculate the pose of the requested hand joint, in local space. |
bool | GetJointPosesLocal ( out ReadOnlyHandJointPoses localJointPoses ) Returns an array containing the local pose of each joint. |
bool | Attempts to calculate the pose of the requested hand joint relative to the wrist. |
bool | GetJointPosesFromWrist ( out ReadOnlyHandJointPoses jointPosesFromWrist ) Returns an array containing the pose of each joint relative to the wrist. |
bool | GetPalmPoseLocal ( out Pose pose ) Obtains palm pose in local space. |
bool | GetFingerIsHighConfidence ( HandFinger finger ) |
float | GetFingerPinchStrength ( HandFinger finger ) |
bool | GetRootPose ( out Pose pose ) Gets the root pose of the wrist, in world space. |
void | InjectAllHandRef ( IHand hand ) |
void | InjectHand ( IHand hand ) |
IHand Oculus.Interaction.Input.HandRef.Hand |
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No description available.
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Handedness Oculus.Interaction.Input.HandRef.Handedness |
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No description available.
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bool Oculus.Interaction.Input.HandRef.IsConnected |
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No description available.
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bool Oculus.Interaction.Input.HandRef.IsHighConfidence |
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The hand 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 and IsRootPoseValid are also true, so they don't need to be checked in addition to this. |
bool Oculus.Interaction.Input.HandRef.IsDominantHand |
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No description available.
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float Oculus.Interaction.Input.HandRef.Scale |
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No description available.
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bool Oculus.Interaction.Input.HandRef.IsPointerPoseValid |
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Will return true if a pointer pose is available, that can be retrieved via GetPointerPose |
bool Oculus.Interaction.Input.HandRef.IsTrackedDataValid |
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True if the hand is currently tracked, thus tracking poses are available for the hand root and finger joints. This property does not indicate pointing pose validity, which has its own property: IsPointerPoseValid. |
int Oculus.Interaction.Input.HandRef.CurrentDataVersion |
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Incremented every time the source tracking or state data changes. |
Action Oculus.Interaction.Input.HandRef.WhenHandUpdated |
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No description available.
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bool Oculus.Interaction.Input.HandRef.Active |
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No description available.
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virtual void Oculus.Interaction.Input.HandRef.Awake ( ) |
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No description available.
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virtual void Oculus.Interaction.Input.HandRef.Start ( ) |
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No description available.
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bool Oculus.Interaction.Input.HandRef.GetFingerIsPinching ( HandFinger finger ) |
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No description available.
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bool Oculus.Interaction.Input.HandRef.GetIndexFingerIsPinching ( ) |
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No description available.
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bool Oculus.Interaction.Input.HandRef.GetPointerPose ( out Pose pose ) |
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Attempts to calculate the pose that can be used as a root for raycasting, in world space Returns false if there is no valid tracking data. |
bool Oculus.Interaction.Input.HandRef.GetJointPose ( HandJointId handJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested hand joint, in world space. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. |
bool Oculus.Interaction.Input.HandRef.GetJointPoseLocal ( HandJointId handJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested hand joint, in local space. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. |
bool Oculus.Interaction.Input.HandRef.GetJointPosesLocal ( out ReadOnlyHandJointPoses localJointPoses ) |
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Returns an array containing the local pose of each joint. The poses do not have the root pose applied, nor the hand scale. It is in the same coordinate system as the hand skeleton. Parameters localJointPoses The array with the local joint poses. It will be empty if no poses where found Returns True if the poses collection was correctly populated. False otherwise. |
bool Oculus.Interaction.Input.HandRef.GetJointPoseFromWrist ( HandJointId handJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested hand joint relative to the wrist. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. |
bool Oculus.Interaction.Input.HandRef.GetJointPosesFromWrist ( out ReadOnlyHandJointPoses jointPosesFromWrist ) |
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Returns an array containing the pose of each joint relative to the wrist. The poses do not have the root pose applied, nor the hand scale. It is in the same coordinate system as the hand skeleton. Parameters jointPosesFromWrist The array with the joint poses from the wrist. It will be empty if no poses where found Returns True if the poses collection was correctly populated. False otherwise. |
bool Oculus.Interaction.Input.HandRef.GetPalmPoseLocal ( out Pose pose ) |
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Obtains palm pose in local space. Parameters pose The pose to populate Returns True if pose was obtained. |
bool Oculus.Interaction.Input.HandRef.GetFingerIsHighConfidence ( HandFinger finger ) |
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No description available.
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float Oculus.Interaction.Input.HandRef.GetFingerPinchStrength ( HandFinger finger ) |
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No description available.
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bool Oculus.Interaction.Input.HandRef.GetRootPose ( out Pose pose ) |
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Gets the root pose of the wrist, in world space. Will return true if a pose was available; false otherwise. Confidence level of the pose is exposed via IsHighConfidence. |
void Oculus.Interaction.Input.HandRef.InjectAllHandRef ( IHand hand ) |
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No description available.
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void Oculus.Interaction.Input.HandRef.InjectHand ( IHand hand ) |
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No description available.
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