/* * 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 { /// /// The data asset used by to pipe /// data through the stack, /// and contains controller state data. /// [Serializable] public class ControllerDataAsset : ICopyFrom { /// /// Is the data in this asset considered valid. /// public bool IsDataValid; /// /// Is the controller connected to the headset. /// public bool IsConnected; /// /// Is the controller being tracked by the headset. /// public bool IsTracked; /// /// Input state data such as button presses and axis state. /// public ControllerInput Input; /// /// The root pose of the controller, which represents the /// canonical controller position. See /// for information on how this pose was created. /// public Pose RootPose; /// /// Information about how was created, for example /// whether it is the raw pose from tracking, or whether is has been /// filtered or modified in the stack. /// public PoseOrigin RootPoseOrigin; /// /// The pointer pose for the controller, which is generally used as the /// raycast source pose. See /// for information on how this pose was created. /// public Pose PointerPose; /// /// Information about how was created, for example /// whether it is the raw pose from tracking, or whether is has been /// filtered or modified in the stack. /// public PoseOrigin PointerPoseOrigin; /// /// True if this controller is associated with the dominant hand, /// as set by the system handedness. /// public bool IsDominantHand; /// /// This data object contains configuration data that is shuttled /// through the stack. /// public ControllerDataSourceConfig Config; /// /// Copies the provided into the caller. /// /// The source to copy from. public void CopyFrom(ControllerDataAsset source) { IsDataValid = source.IsDataValid; IsConnected = source.IsConnected; IsTracked = source.IsTracked; IsDominantHand = source.IsDominantHand; Config = source.Config; CopyPosesAndStateFrom(source); } /// /// Copies only pose and state data from a provided /// into the caller. /// /// The source to copy from. public void CopyPosesAndStateFrom(ControllerDataAsset source) { Input = source.Input; RootPose = source.RootPose; RootPoseOrigin = source.RootPoseOrigin; PointerPose = source.PointerPose; PointerPoseOrigin = source.PointerPoseOrigin; } } }