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2025-07-04 20:33:06 +03:00

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C#

/*
* 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 System;
using UnityEngine;
using Oculus.Interaction.Body.Input;
namespace Oculus.Interaction.Body.PoseDetection
{
public interface IBodyPose
{
/// <summary>
/// Called each time the body pose is updated with new data
/// </summary>
event Action WhenBodyPoseUpdated;
/// <summary>
/// The mapping of the skeleton
/// </summary>
ISkeletonMapping SkeletonMapping { get; }
/// <summary>
/// Attempts to return the pose of the requested body joint,
/// in local space relative to its parent joint.
/// </summary>
bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose);
/// <summary>
/// Attempts to return the pose of the requested body joint relative
/// to the root joint <see cref="BodyJointId.Body_Root"/>.
/// </summary>
bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose);
}
}