Class SteamVR_Action_Pose_Source
  
  
  
  
    Inheritance
    System.Object
    
    
    SteamVR_Action_Pose_Source
      
   
  
  
    Inherited Members
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      System.Object.Equals(System.Object)
    
    
      System.Object.Equals(System.Object, System.Object)
    
    
      System.Object.GetHashCode()
    
    
      System.Object.GetType()
    
    
      System.Object.MemberwiseClone()
    
    
      System.Object.ToString()
    
    
      System.Object.ReferenceEquals(System.Object, System.Object)
    
   
  
  Assembly: Assembly-CSharp.dll
  Syntax
  
    public class SteamVR_Action_Pose_Source : SteamVR_Action_In_Source, ISteamVR_Action_Pose, ISteamVR_Action_In_Source, ISteamVR_Action_Source
   
  Fields
  
  
  
  changeTolerance
  The distance the pose needs to move/rotate before a change is detected
 
  
  Declaration
  
    public float changeTolerance
   
  Field Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Single | 
         | 
      
    
  
  
  
  lastPoseActionData
  
  
  Declaration
  
    protected InputPoseActionData_t lastPoseActionData
   
  Field Value
  
  
  
  poseAction
  
  
  Declaration
  
    protected SteamVR_Action_Pose poseAction
   
  Field Value
  
  
  
  poseActionData
  
  
  Declaration
  
    protected InputPoseActionData_t poseActionData
   
  Field Value
  
  
  
  poseActionData_size
  
  
  Declaration
  
    protected static uint poseActionData_size
   
  Field Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.UInt32 | 
         | 
      
    
  
  
  
  predictedSecondsFromNow
  The amount of time in the future (or past!) the input system will predict poses for. Default is one frame forward (at 90hz) to account for render time.
 
  
  Declaration
  
    public float predictedSecondsFromNow
   
  Field Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Single | 
         | 
      
    
  
  
  
  tempPoseActionData
  
  
  Declaration
  
    protected InputPoseActionData_t tempPoseActionData
   
  Field Value
  
  
  
  universeOrigin
  
  
  Declaration
  
    public ETrackingUniverseOrigin universeOrigin
   
  Field Value
  
  Properties
  
  
  
  
  active
  True if this action is bound and the ActionSet is active
 
  
  Declaration
  
    public override bool active { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  activeBinding
  True if the action is bound
 
  
  Declaration
  
    public override bool activeBinding { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  activeOrigin
  The handle to the origin of the component that was used to update this pose
 
  
  Declaration
  
    public override ulong activeOrigin { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.UInt64 | 
         | 
      
    
  
  Overrides
  
  
  
  
  angularVelocity
  The local angular velocity of this pose relative to the universe origin
 
  
  Declaration
  
    public Vector3 angularVelocity { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  changed
  True when the orientation of the pose has changhed more than changeTolerance in the last update. Note: Will only return true if the action is also active.
 
  
  Declaration
  
    public override bool changed { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  deviceIsConnected
  True if the device bound to this action and input source is connected
 
  
  Declaration
  
    public bool deviceIsConnected { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  
  
  
  lastActive
  If the action was active (ActionSet active and binding active) during the last update
 
  
  Declaration
  
    public override bool lastActive { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  lastActiveBinding
  If the action's binding was active during the previous update
 
  
  Declaration
  
    public override bool lastActiveBinding { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  lastActiveOrigin
  The handle to the origin of the component that was used to update the value for this action (for the previous update)
 
  
  Declaration
  
    public override ulong lastActiveOrigin { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.UInt64 | 
         | 
      
    
  
  Overrides
  
  
  
  
  lastAngularVelocity
  The angular velocity for this pose during the previous update
 
  
  Declaration
  
    public Vector3 lastAngularVelocity { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  lastChanged
  The value of the action's 'changed' during the previous update
 
  
  Declaration
  
    public override bool lastChanged { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  Overrides
  
  
  
  
  lastDeviceIsConnected
  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
  The local position for this pose during the previous update
 
  
  Declaration
  
    public Vector3 lastLocalPosition { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  lastLocalRotation
  The local rotation for this pose during the previous update
 
  
  Declaration
  
    public Quaternion lastLocalRotation { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Quaternion | 
         | 
      
    
  
  
  
  
  lastPoseIsValid
  True if the pose was valid during the previous update
 
  
  Declaration
  
    public bool lastPoseIsValid { get; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  
  
  
  lastTrackingState
  The tracking state for this pose during the previous update
 
  
  Declaration
  
    public ETrackingResult lastTrackingState { get; }
   
  Property Value
  
  
  
  
  lastVelocity
  The velocity for this pose during the previous update
 
  
  Declaration
  
    public Vector3 lastVelocity { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  localPosition
  The local position of this action relative to the universe origin
 
  
  Declaration
  
    public Vector3 localPosition { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  localRotation
  The local rotation of this action relative to the universe origin
 
  
  Declaration
  
    public Quaternion localRotation { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Quaternion | 
         | 
      
    
  
  
  
  
  poseIsValid
  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
  The state of the tracking system that is used to create pose data (position, rotation, etc)
 
  
  Declaration
  
    public ETrackingResult trackingState { get; }
   
  Property Value
  
  
  
  
  velocity
  The local velocity of this pose relative to the universe origin
 
  
  Declaration
  
    public Vector3 velocity { get; protected set; }
   
  Property Value
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  Methods
  
  
  
  
  CheckAndSendEvents()
  
  
  Declaration
  
    protected virtual void CheckAndSendEvents()
   
  
  
  
  GetChanged()
  
  
  Declaration
  
    protected bool GetChanged()
   
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
         | 
      
    
  
  
  
  
  GetPoseAtTimeOffset(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(float secondsFromNow, out Vector3 positionAtTime, out Quaternion rotationAtTime, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | System.Single | 
        secondsFromNow | 
        The time offset in the future (estimated) or in the past (previously recorded) you want to get data from 
 | 
      
      
        | UnityEngine.Vector3 | 
        positionAtTime | 
         | 
      
      
        | UnityEngine.Quaternion | 
        rotationAtTime | 
         | 
      
      
        | UnityEngine.Vector3 | 
        velocityAtTime | 
         | 
      
      
        | UnityEngine.Vector3 | 
        angularVelocityAtTime | 
         | 
      
    
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
        true if we successfully returned a pose 
 | 
      
    
  
  
  
  
  GetUnityCoordinateAngularVelocity(Single, Single, Single)
  
  
  Declaration
  
    protected Vector3 GetUnityCoordinateAngularVelocity(float x, float y, float z)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | System.Single | 
        x | 
         | 
      
      
        | System.Single | 
        y | 
         | 
      
      
        | System.Single | 
        z | 
         | 
      
    
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  GetUnityCoordinateAngularVelocity(HmdVector3_t)
  
  
  Declaration
  
    protected Vector3 GetUnityCoordinateAngularVelocity(HmdVector3_t vector)
   
  Parameters
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  GetUnityCoordinateVelocity(Single, Single, Single)
  
  
  Declaration
  
    protected Vector3 GetUnityCoordinateVelocity(float x, float y, float z)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | System.Single | 
        x | 
         | 
      
      
        | System.Single | 
        y | 
         | 
      
      
        | System.Single | 
        z | 
         | 
      
    
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  GetUnityCoordinateVelocity(HmdVector3_t)
  
  
  Declaration
  
    protected Vector3 GetUnityCoordinateVelocity(HmdVector3_t vector)
   
  Parameters
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | UnityEngine.Vector3 | 
         | 
      
    
  
  
  
  
  GetVelocitiesAtTimeOffset(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(float secondsFromNow, out Vector3 velocityAtTime, out Vector3 angularVelocityAtTime)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | System.Single | 
        secondsFromNow | 
        The time offset in the future (estimated) or in the past (previously recorded) you want to get data from 
 | 
      
      
        | UnityEngine.Vector3 | 
        velocityAtTime | 
         | 
      
      
        | UnityEngine.Vector3 | 
        angularVelocityAtTime | 
         | 
      
    
  
  Returns
  
    
      
        | Type | 
        Description | 
      
    
    
      
        | System.Boolean | 
        true if we successfully returned a pose 
 | 
      
    
  
  
  
  
  Initialize()
  [Should not be called by user code]
Initializes the handle for the inputSource, the pose action data size, and any other related SteamVR data.
 
  
  Declaration
  
    public override void Initialize()
   
  Overrides
  
  
  
  
  
  [Should not be called by user code] Sets up the internals of the action source before SteamVR has been initialized.
 
  
  Declaration
  
    public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
   
  Parameters
  
  Overrides
  
  
  
  
  SetCacheVariables()
  
  
  Declaration
  
    protected void SetCacheVariables()
   
  
  
  
  
  Update a transform's local position and local roation to match the pose.
 
  
  Declaration
  
    public void UpdateTransform(Transform transformToUpdate)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | UnityEngine.Transform | 
        transformToUpdate | 
        The transform of the object to be updated 
 | 
      
    
  
  
  
  
  UpdateValue()
  [Should not be called by user code]
Updates the data for this action and this input source. Sends related events.
 
  
  Declaration
  
    public override void UpdateValue()
   
  Overrides
  
  
  
  
  UpdateValue(Boolean)
  [Should not be called by user code]
Updates the data for this action and this input source. Sends related events.
 
  
  Declaration
  
    public virtual void UpdateValue(bool skipStateAndEventUpdates)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | System.Boolean | 
        skipStateAndEventUpdates | 
         | 
      
    
  
  Events
  
  
  
  onActiveBindingChange
  Event fires when the active state of the binding changes
 
  
  Declaration
  
    public event SteamVR_Action_Pose.ActiveChangeHandler onActiveBindingChange
   
  Event Type
  
  
  
  onActiveChange
  Event fires when the active state (ActionSet active and binding active) changes
 
  
  Declaration
  
    public event SteamVR_Action_Pose.ActiveChangeHandler onActiveChange
   
  Event Type
  
  
  
  onChange
  Event fires when the orientation of the pose changes more than the changeTolerance
 
  
  Declaration
  
    public event SteamVR_Action_Pose.ChangeHandler onChange
   
  Event Type
  
  
  
  onDeviceConnectedChanged
  Event fires when the device bound to this action is connected or disconnected
 
  
  Declaration
  
    public event SteamVR_Action_Pose.DeviceConnectedChangeHandler onDeviceConnectedChanged
   
  Event Type
  
  
  
  onTrackingChanged
  Event fires when the state of the tracking system that is used to create pose data (position, rotation, etc) changes
 
  
  Declaration
  
    public event SteamVR_Action_Pose.TrackingChangeHandler onTrackingChanged
   
  Event Type
  
  
  
  onUpdate
  Event fires when the action is updated
 
  
  Declaration
  
    public event SteamVR_Action_Pose.UpdateHandler onUpdate
   
  Event Type
  
  
  
  onValidPoseChanged
  Event fires when the state of the pose data retrieved for this action changes validity (good/bad data from the tracking source)
 
  
  Declaration
  
    public event SteamVR_Action_Pose.ValidPoseChangeHandler onValidPoseChanged
   
  Event Type
  
  Implements