/*
* 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; }
}
}