VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Body/Input/IBody.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

105 lines
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C#

/*
* 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 UnityEngine;
using System;
namespace Oculus.Interaction.Body.Input
{
/// <summary>
/// The primary interface through which Body data is accessed. Components consuming body data (such as
/// <see cref="PoseDetection.PoseFromBody"/>) should prefer to do so through this interface rather than
/// the concrete <see cref="Body"/> or alternative implementations.
/// </summary>
public interface IBody
{
/// <summary>
/// The mapping for this body, which allows querying of the supported joint set
/// of the skeleton as well as joint parent/child relationship.
/// </summary>
ISkeletonMapping SkeletonMapping { get; }
/// <summary>
/// Is the body connected and tracked
/// </summary>
bool IsConnected { get; }
/// <summary>
/// The body is connected and tracked, and the root pose's tracking data is marked as
/// high confidence.
/// If this is true, then it implies that <see cref="IsConnected"/> is also true,
/// so they don't need to be checked in addition to this.
/// </summary>
bool IsHighConfidence { get; }
/// <summary>
/// True if the body is currently tracked, thus tracking poses are available for the body
/// root and joints.
/// </summary>
bool IsTrackedDataValid { get; }
/// <summary>
/// The scale of the body skeleton applied to world joint poses.
/// </summary>
float Scale { get; }
/// <summary>
/// Gets the root pose of the body, in world space.
/// Will return true if a pose was available; false otherwise.
/// Confidence level of the pose is exposed via <see cref="IsHighConfidence"/>.
/// </summary>
bool GetRootPose(out Pose pose);
/// <summary>
/// Attempts to calculate the pose of the requested body joint, in world space.
/// Returns false if the skeleton is not yet initialized, or there is no valid
/// tracking data. Scale is applied to this joint position.
/// </summary>
bool GetJointPose(BodyJointId bodyJointId, out Pose pose);
/// <summary>
/// Attempts to calculate the pose of the requested body joint, in local space
/// to its parent joint. Returns false if the skeleton is not yet initialized,
/// or there is no valid tracking data. Scale is not applied.
/// </summary>
bool GetJointPoseLocal(BodyJointId bodyJointId, out Pose pose);
/// <summary>
/// Attempts to calculate the pose of the requested hand joint relative to the root.
/// Returns false if the skeleton is not yet initialized, or there is no valid
/// tracking data. Scale is not applied.
/// </summary>
/// <param name="bodyJointId">The <see cref="BodyJointId"/> for which to retrieve the pose</param>
/// <param name="pose">Output parameter to be populated with the poise of <paramref name="bodyJointId"/></param>
/// <returns>True if <paramref name="pose"/> is populated with valid tracking data, false otherwise</returns>
bool GetJointPoseFromRoot(BodyJointId bodyJointId, out Pose pose);
/// <summary>
/// Incremented every time the source tracking or state data changes.
/// </summary>
int CurrentDataVersion { get; }
/// <summary>
/// Called each time the body is updated with new data
/// </summary>
event Action WhenBodyUpdated;
}
}