VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Input/Controllers/ControllerDataAsset.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>
/// The data asset used by <see cref="DataModifier{ControllerDataAsset}"/> to pipe
/// data through the <see cref="DataModifier{TData}"/> stack,
/// and contains controller state data.
/// </summary>
[Serializable]
public class ControllerDataAsset : ICopyFrom<ControllerDataAsset>
{
/// <summary>
/// Is the data in this asset considered valid.
/// </summary>
public bool IsDataValid;
/// <summary>
/// Is the controller connected to the headset.
/// </summary>
public bool IsConnected;
/// <summary>
/// Is the controller being tracked by the headset.
/// </summary>
public bool IsTracked;
/// <summary>
/// Input state data such as button presses and axis state.
/// </summary>
public ControllerInput Input;
/// <summary>
/// The root pose of the controller, which represents the
/// canonical controller position. See <see cref="RootPoseOrigin"/>
/// for information on how this pose was created.
/// </summary>
public Pose RootPose;
/// <summary>
/// Information about how <see cref="RootPose"/> was created, for example
/// whether it is the raw pose from tracking, or whether is has been
/// filtered or modified in the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public PoseOrigin RootPoseOrigin;
/// <summary>
/// The pointer pose for the controller, which is generally used as the
/// raycast source pose. See <see cref="PointerPoseOrigin"/>
/// for information on how this pose was created.
/// </summary>
public Pose PointerPose;
/// <summary>
/// Information about how <see cref="PointerPose"/> was created, for example
/// whether it is the raw pose from tracking, or whether is has been
/// filtered or modified in the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public PoseOrigin PointerPoseOrigin;
/// <summary>
/// True if this controller is associated with the dominant hand,
/// as set by the system handedness.
/// </summary>
public bool IsDominantHand;
/// <summary>
/// This data object contains configuration data that is shuttled
/// through the <see cref="DataModifier{TData}"/> stack.
/// </summary>
public ControllerDataSourceConfig Config;
/// <summary>
/// Copies the provided <see cref="ControllerDataAsset"/> into the caller.
/// </summary>
/// <param name="source">The source to copy from.</param>
public void CopyFrom(ControllerDataAsset source)
{
IsDataValid = source.IsDataValid;
IsConnected = source.IsConnected;
IsTracked = source.IsTracked;
IsDominantHand = source.IsDominantHand;
Config = source.Config;
CopyPosesAndStateFrom(source);
}
/// <summary>
/// Copies only pose and state data from a provided
/// <see cref="ControllerDataAsset"/> into the caller.
/// </summary>
/// <param name="source">The source to copy from.</param>
public void CopyPosesAndStateFrom(ControllerDataAsset source)
{
Input = source.Input;
RootPose = source.RootPose;
RootPoseOrigin = source.RootPoseOrigin;
PointerPose = source.PointerPose;
PointerPoseOrigin = source.PointerPoseOrigin;
}
}
}