/* * 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 Oculus.Interaction.Collections; namespace Oculus.Interaction.Body.Input { /// /// Represents the different joint sets and parent/child relationships found in different skeletons. /// /// /// An ISkeletonMapping encapsulates and characterizes the relationships among the of a skeleton; in essense, /// it describes the hierarchy within the skeleton. /// public interface ISkeletonMapping { /// /// The set of s supported by this skeleton. /// IEnumerableHashSet Joints { get; } /// /// Get the parent joint for a given body joint. /// /// The to fetch the parent for /// The parent joint of the requested /// True if parent could be retrieved (i.e., if has a parent joint), false otherwise bool TryGetParentJointId(BodyJointId jointId, out BodyJointId parent); } }