/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using Oculus.Interaction.Input; using UnityEngine; namespace Oculus.Interaction { /// /// This interface is used for tracking the grabbing strength of the fingers. /// Since said strength can be measured with different methods: pinching, curl, /// trigger presses, etc. Multiple implementations are needed. /// public interface IFingerAPI { bool GetFingerIsGrabbing(HandFinger finger); bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState); float GetFingerGrabScore(HandFinger finger); Vector3 GetWristOffsetLocal(); void Update(IHand hand); } }