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API reference
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IHand Interface

The primary interface through which Hand data is accessed.

Overview

Properties

Handedness
bool
bool
The hand is connected and tracked, and the root pose's tracking data is marked as high confidence.
bool
float
Scale[Get]
bool
Will return true if a pointer pose is available, that can be retrieved via GetPointerPose
bool
True if the hand is currently tracked, thus tracking poses are available for the hand root and finger joints.
int
Incremented every time the source tracking or state data changes.

Events

Action

Public Member Functions

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
GetJointPose
( HandJointId handJointId,
out Pose pose )
Attempts to calculate the pose of the requested hand joint, in world space.
bool
GetJointPoseLocal
( HandJointId handJointId,
out Pose pose )
Attempts to calculate the pose of the requested hand joint, in local space.
bool
Returns an array containing the local pose of each joint.
bool
GetJointPoseFromWrist
( HandJointId handJointId,
out Pose pose )
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.

Details

Detailed Description

Components consuming hand data should prefer to do so through this interface rather than the concrete Hand.

Properties

Handedness Oculus.Interaction.Input.IHand.Handedness
No description available.
bool Oculus.Interaction.Input.IHand.IsConnected
No description available.
bool Oculus.Interaction.Input.IHand.IsHighConfidence
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.IHand.IsDominantHand
No description available.
float Oculus.Interaction.Input.IHand.Scale
No description available.
bool Oculus.Interaction.Input.IHand.IsPointerPoseValid
Will return true if a pointer pose is available, that can be retrieved via GetPointerPose
bool Oculus.Interaction.Input.IHand.IsTrackedDataValid
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.IHand.CurrentDataVersion
Incremented every time the source tracking or state data changes.

Events

Action Oculus.Interaction.Input.IHand.WhenHandUpdated ( )
No description available.

Member Functions

bool Oculus.Interaction.Input.IHand.GetFingerIsPinching
( HandFinger finger )
No description available.
bool Oculus.Interaction.Input.IHand.GetIndexFingerIsPinching ( )
No description available.
bool Oculus.Interaction.Input.IHand.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 Oculus.Interaction.Input.IHand.GetJointPose
( HandJointId handJointId,
out Pose pose )
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.IHand.GetJointPoseLocal
( HandJointId handJointId,
out Pose pose )
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.IHand.GetJointPosesLocal
( out ReadOnlyHandJointPoses localJointPoses )
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.IHand.GetJointPoseFromWrist
( HandJointId handJointId,
out Pose pose )
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.IHand.GetJointPosesFromWrist
( out ReadOnlyHandJointPoses jointPosesFromWrist )
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.IHand.GetPalmPoseLocal
( out Pose pose )
Obtains palm pose in local space.
Parameters
pose
The pose to populate
Returns
True if pose was obtained.
bool Oculus.Interaction.Input.IHand.GetFingerIsHighConfidence
( HandFinger finger )
No description available.
float Oculus.Interaction.Input.IHand.GetFingerPinchStrength
( HandFinger finger )
No description available.
bool Oculus.Interaction.Input.IHand.GetRootPose
( out Pose pose )
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.
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