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

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