unreal.XRMotionControllerData
¶
- class unreal.XRMotionControllerData(valid=False, device_name='None', application_instance_id=[], device_visual_type=XRVisualType.CONTROLLER, hand_index=ControllerHand.LEFT, tracking_status=TrackingStatus.NOT_TRACKED, grip_position=[0.0, 0.0, 0.0], grip_rotation=[0.0, 0.0, 0.0, 0.0], aim_position=[0.0, 0.0, 0.0], aim_rotation=[0.0, 0.0, 0.0, 0.0], hand_key_positions=[], hand_key_rotations=[], hand_key_radii=[], is_grasped=False)¶
Bases:
unreal.StructBase
XRMotion Controller Data
C++ Source:
Module: HeadMountedDisplay
File: HeadMountedDisplayTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
aim_position
(Vector): [Read-Write] for hand controllers, provides a more steady vector based on the elbowaim_rotation
(Quat): [Read-Write] Aim Rotationapplication_instance_id
(Guid): [Read-Write] Application Instance IDdevice_name
(Name): [Read-Write] Device Namedevice_visual_type
(XRVisualType): [Read-Write] Device Visual Typegrip_position
(Vector): [Read-Write] Grip Positiongrip_rotation
(Quat): [Read-Write] Grip Rotationhand_index
(ControllerHand): [Read-Write] Hand Indexhand_key_positions
(Array(Vector)): [Read-Write] Hand Key Positionshand_key_radii
(Array(float)): [Read-Write] Hand Key Radiihand_key_rotations
(Array(Quat)): [Read-Write] Hand Key Rotationsis_grasped
(bool): [Read-Write] Is Graspedtracking_status
(TrackingStatus): [Read-Write] Tracking Statusvalid
(bool): [Read-Write] Valid
- property aim_position¶
[Read-Only] for hand controllers, provides a more steady vector based on the elbow
- Type
(Vector)
- property device_visual_type¶
[Read-Only] Device Visual Type
- Type
- property hand_index¶
[Read-Only] Hand Index
- Type
- property tracking_status¶
[Read-Only] Tracking Status
- Type