/// <summary>
        /// Constructor.
        /// </summary>
        public MicrosoftArticulatedHand(TrackingState trackingState, Utilities.Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
            : base(trackingState, controllerHandedness, inputSource, interactions)
        {
            handDefinition = new ArticulatedHandDefinition(inputSource, controllerHandedness);
#if MSFT_OPENXR
            handTracker = new HandTracker(controllerHandedness == Utilities.Handedness.Left ? MixedReality.OpenXR.Preview.Handedness.Left : MixedReality.OpenXR.Preview.Handedness.Right, HandPoseType.Tracked);
#endif // MSFT_OPENXR
        }
 /// <summary>
 /// Constructor.
 /// </summary>
 public WindowsMixedRealityArticulatedHand(TrackingState trackingState, Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
     : base(trackingState, controllerHandedness, inputSource, interactions)
 {
     handDefinition              = new ArticulatedHandDefinition(inputSource, controllerHandedness);
     handMeshProvider            = new WindowsMixedRealityHandMeshProvider(this);
     articulatedHandApiAvailable = WindowsApiChecker.IsMethodAvailable(
         "Windows.UI.Input.Spatial",
         "SpatialInteractionSourceState",
         "TryGetHandPose");
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 public WindowsMixedRealityXRSDKArticulatedHand(TrackingState trackingState, Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
     : base(trackingState, controllerHandedness, inputSource, interactions)
 {
     handDefinition   = new ArticulatedHandDefinition(inputSource, controllerHandedness);
     handMeshProvider = new WindowsMixedRealityHandMeshProvider(this);
 }
Example #4
0
 /// <summary>
 /// Constructor for a Leap Motion Articulated Hand
 /// </summary>
 /// <param name="trackingState">Tracking state for the controller</param>
 /// <param name="controllerHandedness">Handedness of this controller (Left or Right)</param>
 /// <param name="inputSource">The origin of user input for this controller</param>
 /// <param name="interactions">The controller interaction map between physical inputs and the logical representation in MRTK</param>
 public EskyLeapMotionArticulatedHand(TrackingState trackingState, Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
     : base(trackingState, controllerHandedness, inputSource, interactions)
 {
     handDefinition = new ArticulatedHandDefinition(inputSource, controllerHandedness);
 }
 /// <summary>
 /// Default constructor used by reflection for profiles
 /// </summary>
 public OculusHand(TrackingState trackingState, Handedness controllerHandedness, IMixedRealityInputSource inputSource = null, MixedRealityInteractionMapping[] interactions = null)
     : base(trackingState, controllerHandedness, inputSource, interactions)
 {
     pinchStrengthProp = Shader.PropertyToID(MRTKOculusConfig.Instance.PinchStrengthMaterialProperty);
     handDefinition    = new ArticulatedHandDefinition(inputSource, controllerHandedness);
 }