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HandRef Class

Extends MonoBehaviour
HandRef is a utility component that delegates all of its IHand implementation to the provided Hand object.

Properties

Active : bool
[Get]
Signature
bool Oculus.Interaction.Input.HandRef.Active
CurrentDataVersion : int
[Get]
Incremented every time the source tracking or state data changes.
Signature
int Oculus.Interaction.Input.HandRef.CurrentDataVersion
Hand : IHand
[Get]
Signature
IHand Oculus.Interaction.Input.HandRef.Hand
Handedness : Handedness
[Get]
Signature
Handedness Oculus.Interaction.Input.HandRef.Handedness
IsConnected : bool
[Get]
Signature
bool Oculus.Interaction.Input.HandRef.IsConnected
IsDominantHand : bool
[Get]
Signature
bool Oculus.Interaction.Input.HandRef.IsDominantHand
IsHighConfidence : bool
[Get]
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.
Signature
bool Oculus.Interaction.Input.HandRef.IsHighConfidence
IsPointerPoseValid : bool
[Get]
Will return true if a pointer pose is available, that can be retrieved via GetPointerPose
Signature
bool Oculus.Interaction.Input.HandRef.IsPointerPoseValid
IsTrackedDataValid : bool
[Get]
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.
Signature
bool Oculus.Interaction.Input.HandRef.IsTrackedDataValid
Scale : float
[Get]
Signature
float Oculus.Interaction.Input.HandRef.Scale
WhenHandUpdated : Action
Signature
Action Oculus.Interaction.Input.HandRef.WhenHandUpdated

Protected Methods

Awake ()
Signature
virtual void Oculus.Interaction.Input.HandRef.Awake()
Returns
void
Start ()
Signature
virtual void Oculus.Interaction.Input.HandRef.Start()
Returns
void

Methods

GetFingerIsHighConfidence ( finger )
Signature
bool Oculus.Interaction.Input.HandRef.GetFingerIsHighConfidence(HandFinger finger)
Parameters
finger: HandFinger
Returns
bool
GetFingerIsPinching ( finger )
Signature
bool Oculus.Interaction.Input.HandRef.GetFingerIsPinching(HandFinger finger)
Parameters
finger: HandFinger
Returns
bool
GetFingerPinchStrength ( finger )
Signature
float Oculus.Interaction.Input.HandRef.GetFingerPinchStrength(HandFinger finger)
Parameters
finger: HandFinger
Returns
float
GetIndexFingerIsPinching ()
Signature
bool Oculus.Interaction.Input.HandRef.GetIndexFingerIsPinching()
Returns
bool
GetJointPose ( handJointId , 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetJointPose(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPoseFromWrist ( handJointId , 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetJointPoseFromWrist(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPoseLocal ( handJointId , 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetJointPoseLocal(HandJointId handJointId, out Pose pose)
Parameters
handJointId: HandJointId
pose: out Pose
Returns
bool
GetJointPosesFromWrist ( 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist)
Parameters
jointPosesFromWrist: out ReadOnlyHandJointPoses  The array with the joint poses from the wrist. It will be empty if no poses where found
Returns
bool  True if the poses collection was correctly populated. False otherwise.
GetJointPosesLocal ( 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetJointPosesLocal(out ReadOnlyHandJointPoses jointPosesLocal)
Parameters
localJointPoses: out ReadOnlyHandJointPoses  The array with the local joint poses. It will be empty if no poses where found
Returns
bool  True if the poses collection was correctly populated. False otherwise.
GetPalmPoseLocal ( pose )
Obtains palm pose in local space.
Signature
bool Oculus.Interaction.Input.HandRef.GetPalmPoseLocal(out Pose pose)
Parameters
pose: out Pose  The pose to populate
Returns
bool  True if pose was obtained.
GetPointerPose ( 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetPointerPose(out Pose pose)
Parameters
pose: out Pose
Returns
bool
GetRootPose ( 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.
Signature
bool Oculus.Interaction.Input.HandRef.GetRootPose(out Pose pose)
Parameters
pose: out Pose
Returns
bool
InjectAllHandRef ( hand )
Signature
void Oculus.Interaction.Input.HandRef.InjectAllHandRef(IHand hand)
Parameters
hand: IHand
Returns
void
InjectHand ( hand )
Signature
void Oculus.Interaction.Input.HandRef.InjectHand(IHand hand)
Parameters
hand: IHand
Returns
void