unreal.OculusInputFunctionLibrary
¶
-
class
unreal.
OculusInputFunctionLibrary
(outer=None, name='None')¶ Bases:
unreal.BlueprintFunctionLibrary
Oculus Input Function Library
C++ Source:
Plugin: OculusVR
Module: OculusInput
File: OculusInputFunctionLibrary.h
-
classmethod
get_bone_rotation
(device_hand, bone_id, controller_index=0) → Quat¶ Get the rotation of a specific bone
- Parameters
device_hand (OculusHandType) – (in) The hand to get the rotations from
bone_id (Bone) – (in) The specific bone to get the rotation from
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type
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classmethod
get_dominant_hand
(controller_index=0) → OculusHandType¶ Get the user’s dominant hand
- Parameters
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type
-
classmethod
get_hand_scale
(device_hand, controller_index=0) → float¶ Get the scale of the hand
- Parameters
device_hand (OculusHandType) – (in) The hand to get scale of
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type
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classmethod
get_hand_skeletal_mesh
(hand_skeletal_mesh, skeleton_type, mesh_type, world_to_meters=100.0) → bool¶ Creates a new runtime hand skeletal mesh.
- Parameters
hand_skeletal_mesh (SkeletalMesh) – (out) Skeletal Mesh object that will be used for the runtime hand mesh
skeleton_type (OculusHandType) – (in) The skeleton type that will be used for generating the hand bones
mesh_type (OculusHandType) – (in) The mesh type that will be used for generating the hand mesh
world_to_meters (float) – (in) Optional change to the world to meters conversion value
- Returns
- Return type
-
classmethod
get_pointer_pose
(device_hand, controller_index=0) → Transform¶ Get the pointer pose
- Parameters
device_hand (OculusHandType) – (in) The hand to get the pointer pose from
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type
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classmethod
get_tracking_confidence
(device_hand, controller_index=0) → TrackingConfidence¶ Get the tracking confidence of the hand
- Parameters
device_hand (OculusHandType) – (in) The hand to get tracking confidence of
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type
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classmethod
initialize_hand_physics
(skeleton_type, hand_component, world_to_meters=100.0)¶ Initializes physics capsules for collision and physics on the runtime mesh
- Parameters
skeleton_type (OculusHandType) – (in) The skeleton type that will be used to generated the capsules
hand_component (SkinnedMeshComponent) – (in) The skinned mesh component that the capsules will be attached to
world_to_meters (float) – (in) Optional change to the world to meters conversion value
- Returns
- Return type
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classmethod
is_hand_tracking_enabled
() → bool¶ Check if hand tracking is enabled currently
- Returns
- Return type
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classmethod
is_pointer_pose_valid
(device_hand, controller_index=0) → bool¶ Check if the pointer pose is a valid pose
- Parameters
device_hand (OculusHandType) – (in) The hand to get the pointer status from
controller_index (int32) – (in) Optional different controller index
- Returns
- Return type