/*
* 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;
}
}