unreal.SteamVRInputDeviceFunctionLibrary
¶
- class unreal.SteamVRInputDeviceFunctionLibrary(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
SteamVR Input Extended Functions
Functions and properties defined here are safe for developer use
C++ Source:
Plugin: SteamVR
Module: SteamVRInputDevice
File: SteamVRInputDeviceFunctionLibrary.h
- classmethod find_steam_vr_action(action_name, action_set="main") -> (result=bool, found_action=SteamVRAction, found_action_set=SteamVRActionSet)¶
Search for a valid action matching the given action name and action set
- classmethod find_steam_vr_action_origin(action_name, action_set='main') → bool¶
Search and show the current binding of a provided action name and action set in the user’s HMD
- classmethod find_steam_vr_input_binding_info(action_name, action_set='main')¶
Retrieves useful information about the SteamVR input bindings with a given action name and action set.
- Parameters
- Returns
SteamVRInputBindingInfo - Array of binding info for an action with the currently active controller
- Return type
- classmethod find_steam_vr_origin_tracked_device_info(action_name, action_set="main") -> (result=bool, input_origin_info=SteamVRInputOriginInfo)¶
Find and return information about the tracked device associated from the input source.
- classmethod get_controller_fidelity() -> (left_controller_fidelity=ControllerFidelity, right_controller_fidelity=ControllerFidelity)¶
Retrieve skeletal tracking level for all controllers
- Returns
left_controller_fidelity (ControllerFidelity):
right_controller_fidelity (ControllerFidelity):
- Return type
tuple
- classmethod get_curls_and_splays_state() -> (left_hand_state=bool, right_hand_state=bool)¶
Check Whether or not Curls and Splay values are being retrieved per frame from the SteamVR Input System
- Returns
left_hand_state (bool):
right_hand_state (bool):
- Return type
tuple
- classmethod get_finger_curls_and_splays(hand, summary_data_type=SkeletalSummaryDataType.VR_SUMMARY_TYPE_FROM_ANIMATION) -> (finger_curls=SteamVRFingerCurls, finger_splays=SteamVRFingerSplays)¶
Get the finger curl and splay for a give hand in the current frame
- Parameters
hand (Hand) – Which hand to get the finger curls and splay values for
summary_data_type (SkeletalSummaryDataType) –
- Returns
finger_curls (SteamVRFingerCurls): Curl values for each finger pair this frame
finger_splays (SteamVRFingerSplays):
- Return type
tuple
- classmethod get_left_hand_pose_data() -> (position=Vector, orientation=Rotator, angular_velocity=Vector, velocity=Vector)¶
Retrieve the left hand pose information - position, orientation and velocities
- Returns
position (Vector):
orientation (Rotator):
angular_velocity (Vector):
velocity (Vector):
- Return type
tuple
- classmethod get_pose_source() → bool¶
Check whether we are using a skeleton pose or the raw controller pose for the orientation and position of the motion controller
- Returns
using_skeleton_pose (bool):
- Return type
- classmethod get_right_hand_pose_data() -> (position=Vector, orientation=Rotator, angular_velocity=Vector, velocity=Vector)¶
Retrieve the right hand pose information - position, orientation and velocities
- Returns
position (Vector):
orientation (Rotator):
angular_velocity (Vector):
velocity (Vector):
- Return type
tuple
- classmethod get_skeletal_state() -> (left_hand_state=bool, right_hand_state=bool)¶
Check Whether or not controllers attached to either hand have Skeletal Input support
- Returns
left_hand_state (bool):
right_hand_state (bool):
- Return type
tuple
- classmethod get_skeletal_transform(with_controller=False) -> (left_hand=SteamVRSkeletonTransform, right_hand=SteamVRSkeletonTransform)¶
Retrieve the live skeletal input bone values from SteamVR
- Parameters
with_controller (bool) – Whether or not retrieve skeletal input values with controller
- Returns
left_hand (SteamVRSkeletonTransform):
right_hand (SteamVRSkeletonTransform):
- Return type
tuple
- classmethod get_steam_vr_action_array()¶
Retrieve the input actions for this project
- Returns
steam_vr_actions (Array(SteamVRAction)):
- Return type
- classmethod get_steam_vr_action_set_array()¶
Retrieve the input action sets for this project
- Returns
steam_vr_action_sets (Array(SteamVRActionSet)):
- Return type
- classmethod get_steam_vr_global_predicted_seconds_from_now() → float¶
Returns the the current value of the global PredictedSecondsFromNow use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f triggers a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow is called with this value
- Returns
float - The current Predicted Seconds From Now from the SteamVRInput device
- Return type
- classmethod get_steam_vr_hand_pose_relative_to_now(hand=SteamVRHand.VR_LEFT, predicted_seconds_from_now=0.0) → (position=Vector, orientation=Rotator) or None¶
Returns the data for the hand transform at any point in time from current time, given a relative number of seconds
- Parameters
hand (SteamVRHand) – The hand that we’re going to retrieve the transform for
predicted_seconds_from_now (float) –
- Returns
bool - Whether or not the call was succesful
position (Vector):
orientation (Rotator):
- Return type
tuple or None
- classmethod get_steam_vr_input_binding_info(steam_vr_action_handle)¶
Retrieves useful information about the SteamVR input bindings for an action.
- Parameters
steam_vr_action_handle (SteamVRAction) – The action handle of the action that binding info will be retrieved for the currently active controller. Use Find SteamVRAction node to get a handle
- Returns
SteamVRInputBindingInfo - Array of binding info for an action with the currently active controller
- Return type
- classmethod get_steam_vr_origin_localized_name(steam_vr_action, localized_parts) → str¶
Retrieve the localized name of the origin of a given action (e.g. “Left Hand Index Controller Trackpad”)
- Parameters
steam_vr_action (SteamVRAction) – The action that we will lookup the last active origin for
localized_parts (Array(SteamVRInputStringBits)) – Bitfields to specify which origin parts to return
- Returns
origin_localized_name (str):
- Return type
- classmethod get_steam_vr_origin_tracked_device_info(steam_vr_action) → SteamVRInputOriginInfo or None¶
Returns information about the tracked device associated from the input source.
- Parameters
steam_vr_action (SteamVRAction) – The action that’s the source of the input
- Returns
bool - whether the operation is successful or not
input_origin_info (SteamVRInputOriginInfo):
- Return type
- classmethod get_user_ipd() → float¶
Returns the user’s HMD’s current IPD (interpupillary distance) setting in millimetres.
- Returns
float - The current IPD setting of the user’s headset in millimetres
- Return type
- classmethod play_steam_vr_haptic_feedback(hand, start_seconds_from_now, duration_seconds=1.0, frequency=1.0, amplitude=0.5) → None¶
Generate haptic feedback in the requested controller
- Parameters
hand (SteamVRHand) – Which hand to send the controller feedback to
start_seconds_from_now (float) – When to start the haptic feedback
duration_seconds (float) – How long to have the haptic feedback active
frequency (float) – Frequency used in the haptic feedback
amplitude (float) – Amplitude used in the haptic feedback
- classmethod reset_seated_position() → bool¶
Sets the zero pose for the seated tracker coordinate system to the current position and yaw of the HMD. After this call, calls that pass TrackingUniverseSeated as the origin will be relative to this new zero pose.
NOTE: This function overrides the user’s previously saved seated zero pose and should only be called as the result of a user action. Users are also able to set their seated zero pose via the SteamVR Dashboard.
- Returns
- Return type
- classmethod set_curls_and_splays_state(new_left_hand_state, new_right_hand_state) → None¶
Tell SteamVR Whether or not to retrieve Curls and Splay values per frame
- classmethod set_pose_source(use_skeleton_pose) → None¶
Set whether to use skeleton pose or the raw controller pose for the orientation and position of the motion controller
- Parameters
use_skeleton_pose (bool) – Whether or not to use the skeleton pose instead of the controller raw pose
- classmethod set_steam_vr_global_predicted_seconds_from_now(new_value) → float¶
Sets the the current value of the global PredictedSecondsFromNow to use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f will trigger a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow will be called with this value
- classmethod show_all_steam_vr_action_origins() → None¶
Shows all current bindings for the current controller in the user’s headset
- classmethod show_steam_vr_action_origin(steam_vr_action, steam_vr_action_set) → None¶
Show the current binding of a given action in the user’s HMD
- Parameters
steam_vr_action (SteamVRAction) – The action that we will lookup the current binding for
steam_vr_action_set (SteamVRActionSet) – The action set that the action belongs to