/* * 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, } }