/*
* 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
{
///
/// Encapsulates the pose of a body as a collection of joint poses together constituting a fully-posed skeleton.
///
///
/// IBodyPoses can be generated from live data (using , for example) or stored/cached off
/// as a reference for comparison (using , for example).
///
public interface IBodyPose
{
///
/// Event indicating that the data in this IBodyPose has been updated.
///
///
/// Observing instances can hook into this event to run their logic only when new data is available (rather
/// than polling).
///
event Action WhenBodyPoseUpdated;
///
/// The mapping of the skeleton, which characterizes which s are populated by
/// in this body pose and the structure/parentage among them.
///
ISkeletonMapping SkeletonMapping { get; }
///
/// Attempts to return the pose of the requested body joint, in local space relative to its parent
/// joint (i.e., the retrievable from
/// ).
///
bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose);
///
/// Attempts to return the pose of the requested body joint relative
/// to the root joint ().
///
bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose);
}
}