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    Struct XRHandJoint

    Represents a joint of an XRHand.

    Implements
    IEquatable<XRHandJoint>
    Inherited Members
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: UnityEngine.XR.Hands
    Assembly: solution.dll
    Syntax
    public struct XRHandJoint : IEquatable<XRHandJoint>
    Remarks

    The term "joint" should be taken loosely in this context. In addition to the anatomical finger joints, the list of joints includes the fingertips, a point on the palm and a point on the wrist. See XRHandJointID for the full list of joints.

    Refer to Hand data model for a description of the joint locations and the data they contain.

    Properties

    Name Description
    handedness

    Denotes which hand this joint is on.

    id

    The ID of this joint.

    trackingState

    Represents which tracking data is valid.

    Methods

    Name Description
    Equals(object)

    Tests for equality.

    Equals(XRHandJoint)

    Tests for equality.

    GetHashCode()

    Computes a hash code from all fields of XRHandJoint.

    ToString()

    Returns a string representation of the XRHandJoint.

    TryGetAngularVelocity(out Vector3)

    Retrieves the joint's angular velocity vector, if available

    TryGetLinearVelocity(out Vector3)

    Retrieves the joint's linear velocity vector, if available.

    TryGetPose(out Pose)

    Retrieves the joint's pose, if available.

    TryGetRadius(out float)

    Retrieves the joint's radius, if available.

    Operators

    Name Description
    operator ==(XRHandJoint, XRHandJoint)

    Tests for equality. Same as Equals(XRHandJoint).

    operator !=(XRHandJoint, XRHandJoint)

    Tests for inequality. Same as !Equals(XRHandJoint)

    Extension Methods

    XRHandProcessingUtility.SetAngularVelocity(ref XRHandJoint, Vector3)
    XRHandProcessingUtility.SetLinearVelocity(ref XRHandJoint, Vector3)
    XRHandProcessingUtility.SetPose(ref XRHandJoint, Pose)
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