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 convert_bone_to_finger(bone) OculusFinger ¶
Convert Bone to Finger
- Parameters
bone (Bone) –
- Return type
- 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
- Return type
- classmethod get_dominant_hand(controller_index=0) OculusHandType ¶
Get the user’s dominant hand
- Parameters
controller_index (int32) – (in) Optional different controller index
- Return type
- classmethod get_finger_tracking_confidence(device_hand, finger, controller_index=0) TrackingConfidence ¶
Get the tracking confidence of a finger
- Parameters
device_hand (OculusHandType) – (in) The hand to get tracking confidence of
finger (OculusFinger) – (in) The finger to get tracking confidence of
controller_index (int32) – (in) Optional different controller index
- 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
- Return type
- classmethod get_hand_skeletal_mesh(hand_skeletal_mesh, skeleton_type, mesh_type, world_to_meters=100.000000) 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
- 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
- Return type
- 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
- Return type
- classmethod initialize_hand_physics(skeleton_type, hand_component, world_to_meters=100.000000)¶
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
- Return type
- classmethod is_hand_position_valid(device_hand, controller_index=0) bool ¶
Check if the hand position is valid
- Parameters
device_hand (OculusHandType) – (in) The hand to get the position from
controller_index (int32) – (in) Optional different controller index
- Return type
- classmethod is_hand_tracking_enabled() bool ¶
Check if hand tracking is enabled currently
- Return type
- 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
- Return type