VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Input/PoseOrigin.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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C#

/*
* 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
{
/// <summary>
/// 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.
/// </summary>
public enum PoseOrigin
{
/// <summary>
/// Pose is invalid and has no meaning.
/// </summary>
None,
/// <summary>
/// Pose matches this frames tracking data; no filtering or modification has occured.
/// </summary>
RawTrackedPose,
/// <summary>
/// Pose originated from this frames tracking data but has had additional filtering or
/// modification applied by an IInputDataModifier
/// </summary>
FilteredTrackedPose,
/// <summary>
/// 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.
/// </summary>
SyntheticPose,
}
}