JointsCurlValue
(
joints
, hand
)
|
Signature
float Oculus.Interaction.PoseDetection.FingerShapes.JointsCurlValue(HandJointId[] joints, IHand hand) Parameters joints: HandJointId[]hand: IHandReturns float |
GetAbductionValue
(
finger
, hand
)
|
Signature
float Oculus.Interaction.PoseDetection.FingerShapes.GetAbductionValue(HandFinger finger, IHand hand) Parameters finger: HandFingerhand: IHandReturns float |
GetCurlValue
(
finger
, hand
)
|
Signature
float Oculus.Interaction.PoseDetection.FingerShapes.GetCurlValue(HandFinger finger, IHand hand) Parameters finger: HandFingerhand: IHandReturns float |
GetFlexionValue
(
finger
, hand
)
|
Signature
float Oculus.Interaction.PoseDetection.FingerShapes.GetFlexionValue(HandFinger finger, IHand hand) Parameters finger: HandFingerhand: IHandReturns float |
GetJointsAffected
(
finger
, feature
)
|
Signature
virtual IReadOnlyList< HandJointId > Oculus.Interaction.PoseDetection.FingerShapes.GetJointsAffected(HandFinger finger, FingerFeature feature) Parameters finger: HandFingerfeature: FingerFeatureReturns IReadOnlyList< HandJointId > |
GetOppositionValue
(
finger
, hand
)
|
Signature
float Oculus.Interaction.PoseDetection.FingerShapes.GetOppositionValue(HandFinger finger, IHand hand) Parameters finger: HandFingerhand: IHandReturns float |
GetValue
(
finger
, feature
, hand
)
|
Signature
virtual float Oculus.Interaction.PoseDetection.FingerShapes.GetValue(HandFinger finger, FingerFeature feature, IHand hand) Parameters Returns float |
PosesListCurlValue
(
poses
)
|
Signature
static float Oculus.Interaction.PoseDetection.FingerShapes.PosesListCurlValue(Pose[] poses) Parameters poses: Pose[]Returns float |