SkeletonMapping[Get] The mapping for this body, which allows querying of the supported joint set of the skeleton as well as joint parent/child relationship. | |
bool | IsConnected[Get] Is the body connected and tracked. |
bool | IsHighConfidence[Get] The body is connected and tracked, and the root pose's tracking data is marked as high confidence. |
bool | IsTrackedDataValid[Get] True if the body is currently tracked, thus tracking poses are available for the body root and joints. |
float | Scale[Get] The scale of the body skeleton applied to world joint poses. |
int | CurrentDataVersion[Get] Incremented every time the source tracking or state data changes. |
Action | WhenBodyUpdated ( ) Called each time the body is updated with new data. |
bool | GetRootPose ( out Pose pose ) Gets the root pose of the body, in world space. |
bool | Attempts to calculate the pose of the requested body joint, in world space. |
bool | Attempts to calculate the pose of the requested body joint, in local space to its parent joint. |
bool | Attempts to calculate the pose of the requested hand joint relative to the root. |
ISkeletonMapping Oculus.Interaction.Body.Input.IBody.SkeletonMapping |
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The mapping for this body, which allows querying of the supported joint set of the skeleton as well as joint parent/child relationship. |
bool Oculus.Interaction.Body.Input.IBody.IsConnected |
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Is the body connected and tracked. |
bool Oculus.Interaction.Body.Input.IBody.IsHighConfidence |
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The body 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 is also true, so they don't need to be checked in addition to this. |
bool Oculus.Interaction.Body.Input.IBody.IsTrackedDataValid |
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True if the body is currently tracked, thus tracking poses are available for the body root and joints. |
float Oculus.Interaction.Body.Input.IBody.Scale |
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The scale of the body skeleton applied to world joint poses. |
int Oculus.Interaction.Body.Input.IBody.CurrentDataVersion |
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Incremented every time the source tracking or state data changes. |
Action Oculus.Interaction.Body.Input.IBody.WhenBodyUpdated ( ) |
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Called each time the body is updated with new data. |
bool Oculus.Interaction.Body.Input.IBody.GetRootPose ( out Pose pose ) |
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Gets the root pose of the body, in world space. Will return true if a pose was available; false otherwise. Confidence level of the pose is exposed via IsHighConfidence. |
bool Oculus.Interaction.Body.Input.IBody.GetJointPose ( BodyJointId bodyJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested body joint, in world space. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is applied to this joint position. |
bool Oculus.Interaction.Body.Input.IBody.GetJointPoseLocal ( BodyJointId bodyJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested body joint, in local space to its parent joint. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied. |
bool Oculus.Interaction.Body.Input.IBody.GetJointPoseFromRoot ( BodyJointId bodyJointId, out Pose pose ) |
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Attempts to calculate the pose of the requested hand joint relative to the root. Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied. |