// Copyright (c) Microsoft Corporation. // Licensed under the MIT License. using UnityEngine; using UnityEngine.EventSystems; namespace Microsoft.MixedReality.Toolkit.Input { /// /// Interface to implement for hand mesh information. /// public interface IMixedRealityHandMeshHandler : IEventSystemHandler { void OnHandMeshUpdated(InputEventData eventData); } /// /// Stores pointers and transform information for Hand Mesh data provided by current platform. This is the data container for the IMixedRealityHandMeshHandler input system event interface. /// public class HandMeshInfo { /// /// Pointer to vertices buffer of the hand mesh in the local coordinate system (i.e relative to center of hand) /// public Vector3[] vertices; /// /// Pointer to the triangle indices buffer of the hand mesh. /// public int[] triangles; /// /// Pointer to the normals buffer of the hand mesh in the local coordinate system /// public Vector3[] normals; /// /// Pointer to UV mapping of the hand mesh triangles /// public Vector2[] uvs; /// /// Translation to apply to mesh to go from local coordinates to world coordinates /// public Vector3 position; /// /// Rotation to apply to mesh to go from local coordinates to world coordinates /// public Quaternion rotation; } }