41 lines
1.6 KiB
C#
41 lines
1.6 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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namespace Oculus.Interaction.Input
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{
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/// <summary>
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/// Interface indicating that the implementing type is a valid source of <see cref="HandSkeleton"/>s, addressable by
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/// <see cref="Handedness"/>.
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/// </summary>
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/// <remarks>
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/// This is almost exclusively by <see cref="DataSource{TData}"/>s, upon which downstream types depend rather than
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/// depending directly on IHandSkeletonProvider.
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/// </remarks>
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public interface IHandSkeletonProvider
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{
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/// <summary>
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/// Retrieves the current <see cref="HandSkeleton"/> for a single hand, addressed by <see cref="Handedness"/>.
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/// </summary>
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/// <param name="handedness">Which hand's skeleton to retrieve</param>
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/// <returns>The requested <see cref="HandSkeleton"/></returns>
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HandSkeleton this[Handedness handedness] { get; }
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}
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}
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