66 lines
2.7 KiB
C#
66 lines
2.7 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 System;
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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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/// Interface for determining when a Hand should be rendered and contains all the data needed to render a <see cref="IHand"/> such as the the Hand itself. This interface adds to the <see cref="IHand"/> interface
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/// by adding additional attributes such as Hand visibility, and whether it should be rendered.
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/// Provides an event to notify subscribers when the HandVisual is updated.
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/// </summary>
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public interface IHandVisual
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{
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/// <summary>
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/// Hand Instance that provides a world transform and finger joint data for this visual.
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/// </summary>
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IHand Hand { get; }
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/// <summary>
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/// Determines if the hand should render in the scene, i.e the Hand is currently tracked inside the
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/// player's view and is not being obstructed by an object.
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/// </summary>
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bool IsVisible { get; }
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/// <summary>
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/// Used to determine if the hand should be rendered even if it is visible in the current scene.
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/// </summary>
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bool ForceOffVisibility { get; set; }
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/// <summary>
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/// Get the current <see cref="Pose"/> of the HandJoint given in the current <see cref="Space"/>.
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/// Used to grant quicker access to <see cref="GetJointPose(HandJointId, out Pose)"/> data.
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/// </summary>
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/// <param name="jointId">The hand joint to get the pose of</param>
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/// <param name="space">The space/transformation that the hand is in</param>
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/// <returns>The Pose of the HandJoint in the given Space</returns>
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Pose GetJointPose(HandJointId jointId, Space space);
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/// <summary>
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/// An event used to notify subscribers when to update the hand visuals
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/// </summary>
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/// <returns> The delegate function for the event</returns>
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event Action WhenHandVisualUpdated;
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}
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}
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