Class SteamVR_Action_Pose_Base<SourceMap, SourceElement>
Inheritance
Implements
Inherited Members
Namespace: Valve.VR
Assembly: Assembly-CSharp.dll
Syntax
[Serializable]
public abstract class SteamVR_Action_Pose_Base<SourceMap, SourceElement> : SteamVR_Action_In<SourceMap, SourceElement>, IEquatable<SteamVR_Action>, ISteamVR_Action_In, ISteamVR_Action, ISteamVR_Action_Pose, ISteamVR_Action_In_Source, ISteamVR_Action_Source where SourceMap : SteamVR_Action_Pose_Source_Map<SourceElement>, new()
    where SourceElement : SteamVR_Action_Pose_Source, new()
  Type Parameters
| Name | Description | 
|---|---|
| SourceMap | |
| SourceElement | 
Constructors
SteamVR_Action_Pose_Base()
Declaration
public SteamVR_Action_Pose_Base()
  Properties
angularVelocity
[Shortcut to: SteamVR_Input_Sources.Any] The local angular velocity of this pose relative to the universe origin
Declaration
public Vector3 angularVelocity { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
deviceIsConnected
[Shortcut to: SteamVR_Input_Sources.Any] True if the device bound to this action and input source is connected
Declaration
public bool deviceIsConnected { get; }
  Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
lastAngularVelocity
[Shortcut to: SteamVR_Input_Sources.Any] The angular velocity for this pose during the previous update
Declaration
public Vector3 lastAngularVelocity { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
lastDeviceIsConnected
[Shortcut to: SteamVR_Input_Sources.Any] True if the device bound to this action was connected during the previous update
Declaration
public bool lastDeviceIsConnected { get; }
  Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
lastLocalPosition
[Shortcut to: SteamVR_Input_Sources.Any] The local position for this pose during the previous update
Declaration
public Vector3 lastLocalPosition { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
lastLocalRotation
[Shortcut to: SteamVR_Input_Sources.Any] The local rotation for this pose during the previous update
Declaration
public Quaternion lastLocalRotation { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Quaternion | 
lastPoseIsValid
[Shortcut to: SteamVR_Input_Sources.Any] True if the pose was valid during the previous update
Declaration
public bool lastPoseIsValid { get; }
  Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
lastTrackingState
[Shortcut to: SteamVR_Input_Sources.Any] The tracking state for this pose during the previous update
Declaration
public ETrackingResult lastTrackingState { get; }
  Property Value
| Type | Description | 
|---|---|
| ETrackingResult | 
lastVelocity
[Shortcut to: SteamVR_Input_Sources.Any] The velocity for this pose during the previous update
Declaration
public Vector3 lastVelocity { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
localPosition
[Shortcut to: SteamVR_Input_Sources.Any] The local position of this action relative to the universe origin
Declaration
public Vector3 localPosition { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
localRotation
[Shortcut to: SteamVR_Input_Sources.Any] The local rotation of this action relative to the universe origin
Declaration
public Quaternion localRotation { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Quaternion | 
poseIsValid
[Shortcut to: SteamVR_Input_Sources.Any] True if the pose retrieved for this action and input source is valid (good data from the tracking source)
Declaration
public bool poseIsValid { get; }
  Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
trackingState
[Shortcut to: SteamVR_Input_Sources.Any] The state of the tracking system that is used to create pose data (position, rotation, etc)
Declaration
public ETrackingResult trackingState { get; }
  Property Value
| Type | Description | 
|---|---|
| ETrackingResult | 
velocity
[Shortcut to: SteamVR_Input_Sources.Any] The local velocity of this pose relative to the universe origin
Declaration
public Vector3 velocity { get; }
  Property Value
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
Methods
GetAngularVelocity(SteamVR_Input_Sources)
The local angular velocity of this pose relative to the universe origin
Declaration
public Vector3 GetAngularVelocity(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
GetDeviceIsConnected(SteamVR_Input_Sources)
True if the device bound to this action and input source is connected
Declaration
public bool GetDeviceIsConnected(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| System.Boolean | 
GetLastAngularVelocity(SteamVR_Input_Sources)
The angular velocity for this pose during the previous update
Declaration
public Vector3 GetLastAngularVelocity(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
GetLastDeviceIsConnected(SteamVR_Input_Sources)
True if the device bound to this action was connected during the previous update
Declaration
public bool GetLastDeviceIsConnected(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| System.Boolean | 
GetLastLocalPosition(SteamVR_Input_Sources)
The local position for this pose during the previous update
Declaration
public Vector3 GetLastLocalPosition(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
GetLastLocalRotation(SteamVR_Input_Sources)
The local rotation for this pose during the previous update
Declaration
public Quaternion GetLastLocalRotation(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Quaternion | 
GetLastPoseIsValid(SteamVR_Input_Sources)
True if the pose was valid during the previous update
Declaration
public bool GetLastPoseIsValid(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| System.Boolean | 
GetLastTrackingResult(SteamVR_Input_Sources)
The tracking state for this pose during the previous update
Declaration
public ETrackingResult GetLastTrackingResult(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| ETrackingResult | 
GetLastVelocity(SteamVR_Input_Sources)
The velocity for this pose during the previous update
Declaration
public Vector3 GetLastVelocity(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
GetLocalPosition(SteamVR_Input_Sources)
The local position of this action relative to the universe origin
Declaration
public Vector3 GetLocalPosition(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
GetLocalRotation(SteamVR_Input_Sources)
The local rotation of this action relative to the universe origin
Declaration
public Quaternion GetLocalRotation(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Quaternion | 
GetPoseAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Quaternion, out Vector3, out Vector3)
SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
Declaration
public bool GetPoseAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 localPosition, out Quaternion localRotation, out Vector3 velocity, out Vector3 angularVelocity)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
| System.Single | secondsFromNow | The time offset in the future (estimated) or in the past (previously recorded) you want to get data from  | 
      
| UnityEngine.Vector3 | localPosition | |
| UnityEngine.Quaternion | localRotation | |
| UnityEngine.Vector3 | velocity | |
| UnityEngine.Vector3 | angularVelocity | 
Returns
| Type | Description | 
|---|---|
| System.Boolean | true if the call succeeded  | 
      
GetPoseIsValid(SteamVR_Input_Sources)
True if the pose retrieved for this action and input source is valid (good data from the tracking source)
Declaration
public bool GetPoseIsValid(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| System.Boolean | 
GetTrackingResult(SteamVR_Input_Sources)
The state of the tracking system that is used to create pose data (position, rotation, etc)
Declaration
public ETrackingResult GetTrackingResult(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| ETrackingResult | 
GetVelocitiesAtTimeOffset(SteamVR_Input_Sources, Single, out Vector3, out Vector3)
SteamVR keeps a log of past poses so you can retrieve old poses or estimated poses in the future by passing in a secondsFromNow value that is negative or positive.
Declaration
public bool GetVelocitiesAtTimeOffset(SteamVR_Input_Sources inputSource, float secondsFromNow, out Vector3 velocity, out Vector3 angularVelocity)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
| System.Single | secondsFromNow | The time offset in the future (estimated) or in the past (previously recorded) you want to get data from  | 
      
| UnityEngine.Vector3 | velocity | |
| UnityEngine.Vector3 | angularVelocity | 
Returns
| Type | Description | 
|---|---|
| System.Boolean | true if the call succeeded  | 
      
GetVelocity(SteamVR_Input_Sources)
The local velocity of this pose relative to the universe origin
Declaration
public Vector3 GetVelocity(SteamVR_Input_Sources inputSource)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
Returns
| Type | Description | 
|---|---|
| UnityEngine.Vector3 | 
SetUniverseOrigin(ETrackingUniverseOrigin)
Sets all pose (and skeleton) actions to use the specified universe origin.
Declaration
protected static void SetUniverseOrigin(ETrackingUniverseOrigin newOrigin)
  Parameters
| Type | Name | Description | 
|---|---|---|
| ETrackingUniverseOrigin | newOrigin | 
UpdateTransform(SteamVR_Input_Sources, Transform)
Update a transform's local position and local roation to match the pose from the most recent update
Declaration
public virtual void UpdateTransform(SteamVR_Input_Sources inputSource, Transform transformToUpdate)
  Parameters
| Type | Name | Description | 
|---|---|---|
| SteamVR_Input_Sources | inputSource | The device you would like to get data from. Any if the action is not device specific.  | 
      
| UnityEngine.Transform | transformToUpdate | The transform of the object to be updated  | 
      
UpdateValues(Boolean)
[Should not be called by user code] Updates the data for all the input sources the system has detected need to be updated.
Declaration
public virtual void UpdateValues(bool skipStateAndEventUpdates)
  Parameters
| Type | Name | Description | 
|---|---|---|
| System.Boolean | skipStateAndEventUpdates |