68 lines
3.1 KiB
C#
68 lines
3.1 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 Oculus.Interaction.Input;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// Provides a standardized interface for tracking and measuring finger-based interactions in the Interaction SDK.
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/// This interface enables different implementation methods for detecting palm grab, pinching, finger curl, and other hand poses.
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/// See <see cref="Oculus.Interaction.GrabAPI.FingerPalmGrabAPI"/> and <see cref="Oculus.Interaction.GrabAPI.FingerPinchGrabAPI"/> for example implementations.
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/// </summary>
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public interface IFingerAPI
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{
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/// <summary>
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/// Determines if a specific finger is currently in a grabbing state.
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/// </summary>
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/// <param name="finger">The <see cref="HandFinger"/> to check for grabbing state.</param>
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/// <returns>True if the specified finger is grabbing, false otherwise.</returns>
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bool GetFingerIsGrabbing(HandFinger finger);
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/// <summary>
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/// Detects changes in a finger's grabbing state relative to a target state.
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/// </summary>
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/// <param name="finger">The <see cref="HandFinger"/> to check for state changes.</param>
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/// <param name="targetPinchState">The target grab state to compare against.</param>
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/// <returns>True if the finger's grab state has changed to match the target state.</returns>
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bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState);
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/// <summary>
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/// Retrieves a normalized score indicating how strongly a finger is grabbing.
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/// </summary>
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/// <param name="finger">The <see cref="HandFinger"/> to evaluate.</param>
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/// <returns>A value between 0 and 1, where 0 indicates no grab and 1 indicates maximum grab strength.</returns>
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float GetFingerGrabScore(HandFinger finger);
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/// <summary>
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/// Gets the local space offset from the wrist position for grab calculations.
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/// </summary>
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/// <returns>The offset vector in local space coordinates.</returns>
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Vector3 GetWristOffsetLocal();
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/// <summary>
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/// Updates the finger API with the latest hand tracking data.
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/// </summary>
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/// <param name="hand">The <see cref="IHand"/> tracking data to process.</param>
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void Update(IHand hand);
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}
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}
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