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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using System;
namespace Oculus.Interaction.Input
{
public interface IHand
{
Handedness Handedness { get; }
bool IsConnected { get; }
/// <summary>
/// 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.
/// </summary>
bool IsHighConfidence { get; }
bool IsDominantHand { get; }
float Scale { get; }
bool GetFingerIsPinching(HandFinger finger);
bool GetIndexFingerIsPinching();
/// <summary>
/// Will return true if a pointer pose is available, that can be retrieved via
/// <see cref="GetPointerPose"/>
/// </summary>
bool IsPointerPoseValid { get; }
/// <summary>
/// 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.
/// </summary>
bool GetPointerPose(out Pose pose);
/// <summary>
/// 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.
/// </summary>
bool GetJointPose(HandJointId handJointId, out Pose pose);
/// <summary>
/// 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.
/// </summary>
bool GetJointPoseLocal(HandJointId handJointId, out Pose pose);
/// <summary>
/// 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.
/// </summary>
/// <param name="localJointPoses">The array with the local joint poses.
/// It will be empty if no poses where found</param>
/// <returns>
/// True if the poses collection was correctly populated. False otherwise.
/// </returns>
bool GetJointPosesLocal(out ReadOnlyHandJointPoses localJointPoses);
/// <summary>
/// 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.
/// </summary>
bool GetJointPoseFromWrist(HandJointId handJointId, out Pose pose);
/// <summary>
/// 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.
/// </summary>
/// <param name="jointPosesFromWrist">The array with the joint poses from the wrist.
/// It will be empty if no poses where found</param>
/// <returns>
/// True if the poses collection was correctly populated. False otherwise.
/// </returns>
bool GetJointPosesFromWrist(out ReadOnlyHandJointPoses jointPosesFromWrist);
/// <summary>
/// Obtains palm pose in local space.
/// </summary>
/// <param name="pose">The pose to populate</param>
/// <returns>
/// True if pose was obtained.
/// </returns>
bool GetPalmPoseLocal(out Pose pose);
bool GetFingerIsHighConfidence(HandFinger finger);
float GetFingerPinchStrength(HandFinger finger);
/// <summary>
/// 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:
/// <see cref="IsPointerPoseValid"/>.
/// </summary>
bool IsTrackedDataValid { get; }
/// <summary>
/// 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 <see cref="IsHighConfidence"/>.
/// </summary>
bool GetRootPose(out Pose pose);
/// <summary>
/// Incremented every time the source tracking or state data changes.
/// </summary>
int CurrentDataVersion { get; }
event Action WhenHandUpdated;
}
}