/* * 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. */ namespace Oculus.Interaction.Input { /// /// Interface indicating that the implementing type is a valid source of s, addressable by /// . /// /// /// This is almost exclusively by s, upon which downstream types depend rather than /// depending directly on IHandSkeletonProvider. /// public interface IHandSkeletonProvider { /// /// Retrieves the current for a single hand, addressed by . /// /// Which hand's skeleton to retrieve /// The requested HandSkeleton this[Handedness handedness] { get; } } }