Interface ISteamVR_Action_Skeleton_Source
Namespace: Valve.VR
Assembly: Assembly-CSharp.dll
Syntax
public interface ISteamVR_Action_Skeleton_Source
Properties
bonePositions
An array of the positions of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.
Declaration
Vector3[] bonePositions { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Vector3[] |
boneRotations
An array of the rotations of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.
Declaration
Quaternion[] boneRotations { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Quaternion[] |
fingerCurls
0-1 values representing how curled the specified finger is. 0 being straight, 1 being fully curled. For indexes see: SteamVR_Skeleton_FingerIndexes
Declaration
float[] fingerCurls { get; }
Property Value
Type | Description |
---|---|
System.Single[] |
fingerSplays
0-1 values representing how splayed the specified finger and it's next index'd finger is. For indexes see: SteamVR_Skeleton_FingerIndexes
Declaration
float[] fingerSplays { get; }
Property Value
Type | Description |
---|---|
System.Single[] |
indexCurl
A 0-1 value representing how curled the index finger is. 0 being straight, 1 being fully curled.
Declaration
float indexCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
indexMiddleSplay
A 0-1 value representing the size of the gap between the index and middle fingers
Declaration
float indexMiddleSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastBonePositions
From the previous update: An array of the positions of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.
Declaration
Vector3[] lastBonePositions { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Vector3[] |
lastBoneRotations
From the previous update: An array of the rotations of the bones from the most recent update. Relative to skeletalTransformSpace. See SteamVR_Skeleton_JointIndexes for bone indexes.
Declaration
Quaternion[] lastBoneRotations { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Quaternion[] |
lastFingerCurls
[Previous Update] 0-1 values representing how curled the specified finger is. 0 being straight, 1 being fully curled. For indexes see: SteamVR_Skeleton_FingerIndexes
Declaration
float[] lastFingerCurls { get; }
Property Value
Type | Description |
---|---|
System.Single[] |
lastFingerSplays
[Previous Update] 0-1 values representing how splayed the specified finger and it's next index'd finger is. For indexes see: SteamVR_Skeleton_FingerIndexes
Declaration
float[] lastFingerSplays { get; }
Property Value
Type | Description |
---|---|
System.Single[] |
lastIndexCurl
[Previous Update] A 0-1 value representing how curled the index finger is. 0 being straight, 1 being fully curled.
Declaration
float lastIndexCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastIndexMiddleSplay
[Previous Update] A 0-1 value representing the size of the gap between the index and middle fingers
Declaration
float lastIndexMiddleSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastMiddleCurl
[Previous Update] A 0-1 value representing how curled the middle finger is. 0 being straight, 1 being fully curled.
Declaration
float lastMiddleCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastMiddleRingSplay
[Previous Update] A 0-1 value representing the size of the gap between the middle and ring fingers
Declaration
float lastMiddleRingSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastPinkyCurl
[Previous Update] A 0-1 value representing how curled the pinky finger is. 0 being straight, 1 being fully curled.
Declaration
float lastPinkyCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastRingCurl
[Previous Update] A 0-1 value representing how curled the ring finger is. 0 being straight, 1 being fully curled.
Declaration
float lastRingCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastRingPinkySplay
[Previous Update] A 0-1 value representing the size of the gap between the ring and pinky fingers
Declaration
float lastRingPinkySplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastThumbCurl
[Previous Update] A 0-1 value representing how curled the thumb is. 0 being straight, 1 being fully curled.
Declaration
float lastThumbCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
lastThumbIndexSplay
[Previous Update] A 0-1 value representing the size of the gap between the thumb and index fingers
Declaration
float lastThumbIndexSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
middleCurl
A 0-1 value representing how curled the middle finger is. 0 being straight, 1 being fully curled.
Declaration
float middleCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
middleRingSplay
A 0-1 value representing the size of the gap between the middle and ring fingers
Declaration
float middleRingSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
pinkyCurl
A 0-1 value representing how curled the pinky finger is. 0 being straight, 1 being fully curled.
Declaration
float pinkyCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
rangeOfMotion
The range of motion the we're using to get bone data from. With Controller being your hand while holding the controller.
Declaration
EVRSkeletalMotionRange rangeOfMotion { get; set; }
Property Value
Type | Description |
---|---|
EVRSkeletalMotionRange |
ringCurl
A 0-1 value representing how curled the ring finger is. 0 being straight, 1 being fully curled.
Declaration
float ringCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
ringPinkySplay
A 0-1 value representing the size of the gap between the ring and pinky fingers
Declaration
float ringPinkySplay { get; }
Property Value
Type | Description |
---|---|
System.Single |
skeletalTrackingLevel
Get the accuracy level of the skeletal tracking data.
* Estimated: Body part location can’t be directly determined by the device. Any skeletal pose provided by the device is estimated based on the active buttons, triggers, joysticks, or other input sensors. Examples include the Vive Controller and gamepads.
* Partial: Body part location can be measured directly but with fewer degrees of freedom than the actual body part.Certain body part positions may be unmeasured by the device and estimated from other input data.Examples include Knuckles or gloves that only measure finger curl
* Full: Body part location can be measured directly throughout the entire range of motion of the body part.Examples include hi-end mocap systems, or gloves that measure the rotation of each finger segment.
Declaration
EVRSkeletalTrackingLevel skeletalTrackingLevel { get; }
Property Value
Type | Description |
---|---|
EVRSkeletalTrackingLevel |
skeletalTransformSpace
The space to get bone data in. Parent space by default
Declaration
EVRSkeletalTransformSpace skeletalTransformSpace { get; set; }
Property Value
Type | Description |
---|---|
EVRSkeletalTransformSpace |
thumbCurl
A 0-1 value representing how curled the thumb is. 0 being straight, 1 being fully curled.
Declaration
float thumbCurl { get; }
Property Value
Type | Description |
---|---|
System.Single |
thumbIndexSplay
A 0-1 value representing the size of the gap between the thumb and index fingers
Declaration
float thumbIndexSplay { get; }
Property Value
Type | Description |
---|---|
System.Single |