65 lines
2.6 KiB
C#
65 lines
2.6 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using UnityEngine;
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using Oculus.Interaction.Body.Input;
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namespace Oculus.Interaction.Body.PoseDetection
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{
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/// <summary>
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/// Encapsulates the pose of a body as a collection of joint poses together constituting a fully-posed skeleton.
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/// </summary>
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/// <remarks>
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/// IBodyPoses can be generated from live data (using <see cref="PoseFromBody"/>, for example) or stored/cached off
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/// as a reference for comparison (using <see cref="BodyPoseComparerActiveState"/>, for example).
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/// </remarks>
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public interface IBodyPose
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{
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/// <summary>
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/// Event indicating that the data in this IBodyPose has been updated.
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/// </summary>
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/// <remarks>
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/// Observing instances can hook into this event to run their logic only when new data is available (rather
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/// than polling).
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/// </remarks>
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event Action WhenBodyPoseUpdated;
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/// <summary>
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/// The mapping of the skeleton, which characterizes which <see cref="BodyJointId"/>s are populated by
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/// in this body pose and the structure/parentage among them.
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/// </summary>
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ISkeletonMapping SkeletonMapping { get; }
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/// <summary>
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/// Attempts to return the pose of the requested body joint, in local space relative to its parent
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/// joint (i.e., the <see cref="BodyJointId"/> retrievable from
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/// <see cref="ISkeletonMapping.TryGetParentJointId(BodyJointId, out BodyJointId)"/>).
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/// </summary>
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bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose);
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/// <summary>
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/// Attempts to return the pose of the requested body joint relative
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/// to the root joint (<see cref="BodyJointId.Body_Root"/>).
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/// </summary>
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bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose);
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}
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}
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