/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using UnityEngine; namespace Oculus.Interaction.Input { /// /// Interaction SDK's fundamental concept of a head-mounted display device, such as a VR headset. This interface encapsulates /// the core capabilities common to all HMDs supported by the Interaction SDK. Where possible, you should use this /// interface instead of concrete alternatives such as , which are less general and portable. /// public interface IHmd { /// /// Attempts to retrieve the world-space pose (position and orientation) of the HMD. If a valid HMD pose is available, /// it will be stored in the pose argument and this method will return true; otherwise, the pose argument will be set to /// the identity pose and the method will return false. /// /// The struct to be populated with the HMD pose /// True if the out argument was populated with a valid HMD pose, false otherwise bool TryGetRootPose(out Pose pose); /// /// Event signaled when the HMD is updated with the latest data available from the system. For situations where only the /// most up-to-date HMD pose data will suffice, can be called from within a handler /// to this event. /// event Action WhenUpdated; } }