/*
* 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
{
///
/// Describes where the pose data originated. Can be used to determine how much pre-processing
/// has been applied by modifiers. This can be useful in determining how to render the hands.
///
public enum PoseOrigin
{
///
/// Pose is invalid and has no meaning.
///
None,
///
/// Pose matches this frames tracking data; no filtering or modification has occured.
///
RawTrackedPose,
///
/// Pose originated from this frames tracking data but has had additional filtering or
/// modification applied by an IInputDataModifier
///
FilteredTrackedPose,
///
/// Pose is valid but was not derived from this frames tracking data. Examples include
/// last-known-good data when tracking is lost, or puppet-hands for tutorials.
///
SyntheticPose,
}
}