// 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;
}
}