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 |
Awake
()
|
Signature
virtual void Oculus.Interaction.Input.HandRef.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.Input.HandRef.Start() Returns void |
GetFingerIsHighConfidence
(
finger
)
|
Signature
bool Oculus.Interaction.Input.HandRef.GetFingerIsHighConfidence(HandFinger finger) Parameters finger: HandFingerReturns bool |
GetFingerIsPinching
(
finger
)
|
Signature
bool Oculus.Interaction.Input.HandRef.GetFingerIsPinching(HandFinger finger) Parameters finger: HandFingerReturns bool |
GetFingerPinchStrength
(
finger
)
|
Signature
float Oculus.Interaction.Input.HandRef.GetFingerPinchStrength(HandFinger finger) Parameters finger: HandFingerReturns 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: HandJointIdpose: out PoseReturns 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: HandJointIdpose: out PoseReturns 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: HandJointIdpose: out PoseReturns 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 PoseReturns 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 PoseReturns bool |
InjectAllHandRef
(
hand
)
|
Signature
void Oculus.Interaction.Input.HandRef.InjectAllHandRef(IHand hand) Parameters hand: IHandReturns void |
InjectHand
(
hand
)
|
Signature
void Oculus.Interaction.Input.HandRef.InjectHand(IHand hand) Parameters hand: IHandReturns void |