Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using System;
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namespace Oculus.Interaction.Input
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{
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public interface IHand
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{
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Handedness Handedness { get; }
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bool IsConnected { get; }
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/// <summary>
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/// The hand is connected and tracked, and the root pose's tracking data is marked as
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/// high confidence.
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/// If this is true, then it implies that IsConnected and IsRootPoseValid are also true,
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/// so they don't need to be checked in addition to this.
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/// </summary>
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bool IsHighConfidence { get; }
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bool IsDominantHand { get; }
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float Scale { get; }
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bool GetFingerIsPinching(HandFinger finger);
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bool GetIndexFingerIsPinching();
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/// <summary>
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/// Will return true if a pointer pose is available, that can be retrieved via
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/// <see cref="GetPointerPose"/>
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/// </summary>
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bool IsPointerPoseValid { get; }
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/// <summary>
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/// Attempts to calculate the pose that can be used as a root for raycasting, in world space
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/// Returns false if there is no valid tracking data.
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/// </summary>
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bool GetPointerPose(out Pose pose);
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/// <summary>
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/// Attempts to calculate the pose of the requested hand joint, in world space.
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/// Returns false if the skeleton is not yet initialized, or there is no valid
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/// tracking data.
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/// </summary>
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bool GetJointPose(HandJointId handJointId, out Pose pose);
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/// <summary>
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/// Attempts to calculate the pose of the requested hand joint, in local space.
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/// Returns false if the skeleton is not yet initialized, or there is no valid
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/// tracking data.
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/// </summary>
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bool GetJointPoseLocal(HandJointId handJointId, out Pose pose);
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/// <summary>
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/// Returns an array containing the local pose of each joint. The poses
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/// do not have the root pose applied, nor the hand scale. It is in the same coordinate
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/// system as the hand skeleton.
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/// </summary>
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/// <param name="localJointPoses">The array with the local joint poses.
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/// It will be empty if no poses where found</param>
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/// <returns>
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/// True if the poses collection was correctly populated. False otherwise.
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/// </returns>
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bool GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses);
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/// <summary>
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/// Attempts to calculate the pose of the requested hand joint relative to the wrist.
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/// Returns false if the skeleton is not yet initialized, or there is no valid
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/// tracking data.
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/// </summary>
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bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose);
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/// <summary>
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/// Returns an array containing the pose of each joint relative to the wrist. The poses
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/// do not have the root pose applied, nor the hand scale. It is in the same coordinate
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/// system as the hand skeleton.
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/// </summary>
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/// <param name="jointPosesFromWrist">The array with the joint poses from the wrist.
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/// It will be empty if no poses where found</param>
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/// <returns>
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/// True if the poses collection was correctly populated. False otherwise.
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/// </returns>
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bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist);
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/// <summary>
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/// Obtains palm pose in local space.
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/// </summary>
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/// <param name="pose">The pose to populate</param>
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/// <returns>
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/// True if pose was obtained.
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/// </returns>
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bool GetPalmPoseLocal(out Pose pose);
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bool GetFingerIsHighConfidence(HandFinger finger);
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float GetFingerPinchStrength(HandFinger finger);
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/// <summary>
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/// True if the hand is currently tracked, thus tracking poses are available for the hand
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/// root and finger joints.
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/// This property does not indicate pointing pose validity, which has its own property:
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/// <see cref="IsPointerPoseValid"/>.
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/// </summary>
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bool IsTrackedDataValid { get; }
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/// <summary>
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/// Gets the root pose of the wrist, in world space.
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/// Will return true if a pose was available; false otherwise.
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/// Confidence level of the pose is exposed via <see cref="IsHighConfidence"/>.
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/// </summary>
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bool GetRootPose(out Pose pose);
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/// <summary>
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/// Incremented every time the source tracking or state data changes.
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/// </summary>
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int CurrentDataVersion { get; }
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event Action WhenHandUpdated;
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}
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}
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