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

89 lines
2.1 KiB
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 UnityEngine;
using System.Collections;
using System.Threading;
/// <summary>
/// (Deprecated) Contains information about the user's preferences and body dimensions.
/// </summary>
[HelpURL("https://developer.oculus.com/reference/unity/latest/class_o_v_r_profile")]
public class OVRProfile : Object
{
[System.Obsolete]
public enum State
{
NOT_TRIGGERED,
LOADING,
READY,
ERROR
};
[System.Obsolete]
public string id
{
get { return "000abc123def"; }
}
[System.Obsolete]
public string userName
{
get { return "Oculus User"; }
}
[System.Obsolete]
public string locale
{
get { return "en_US"; }
}
public float ipd
{
get
{
return Vector3.Distance(
OVRPlugin.GetNodePose(OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render).ToOVRPose().position,
OVRPlugin.GetNodePose(OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render).ToOVRPose().position);
}
}
public float eyeHeight
{
get { return OVRPlugin.eyeHeight; }
}
public float eyeDepth
{
get { return OVRPlugin.eyeDepth; }
}
public float neckHeight
{
get { return eyeHeight - 0.075f; }
}
[System.Obsolete]
public State state
{
get { return State.READY; }
}
}