55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using UnityEngine;
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namespace Oculus.Interaction.Input
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{
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/// <summary>
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/// Describes where the pose data originated. Can be used to determine how much pre-processing
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/// has been applied by modifiers. This can be useful in determining how to render the hands.
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/// </summary>
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public enum PoseOrigin
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{
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/// <summary>
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/// Pose is invalid and has no meaning.
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/// </summary>
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None,
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/// <summary>
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/// Pose matches this frames tracking data; no filtering or modification has occured.
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/// </summary>
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RawTrackedPose,
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/// <summary>
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/// Pose originated from this frames tracking data but has had additional filtering or
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/// modification applied by an IInputDataModifier
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/// </summary>
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FilteredTrackedPose,
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/// <summary>
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/// Pose is valid but was not derived from this frames tracking data. Examples include
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/// last-known-good data when tracking is lost, or puppet-hands for tutorials.
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/// </summary>
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SyntheticPose,
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}
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}
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