VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Throw/IPoseInputDevice.cs
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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 UnityEngine;
namespace Oculus.Interaction.Throw
{
/// <summary>
/// Provides a unified interface for accessing pose and velocity data from input devices.
/// This interface is primarily used for implementing throwing mechanics and other physics-based
/// interactions that require accurate tracking of position, rotation, and velocity.
/// </summary>
/// <remarks>
/// See <see cref="Oculus.Interaction.Throw.ControllerPoseInputDevice"/> and <see cref="Oculus.Interaction.Throw.HandPoseInputDevice"/> for common implementations.
/// </remarks>
public interface IPoseInputDevice
{
/// <summary>
/// Indicates whether the current pose data from the input device is valid and can be used.
/// </summary>
/// <remarks>
/// This should be checked before attempting to use pose data to ensure reliable tracking.
/// Invalid poses might occur during tracking loss or device initialization.
/// </remarks>
bool IsInputValid { get; }
/// <summary>
/// Indicates whether the current pose tracking has high confidence.
/// </summary>
/// <remarks>
/// Returns true if the system has high confidence in the current pose tracking accuracy.
/// For controllers, this checks if the pose is valid and controller are connected. For hands, this checks additional confidence metrics.
/// </remarks>
bool IsHighConfidence { get; }
/// <summary>
/// Attempts to get the current root pose of the input device.
/// </summary>
/// <param name="pose">When successful, contains the current pose in world space coordinates.</param>
/// <returns>
/// Returns true if the pose was successfully retrieved, false if tracking is invalid or unavailable.
/// </returns>
/// <remarks>
/// For hands, this returns the wrist root pose with palm offset applied. For controllers,
/// this returns the controller's tracked pose.
/// </remarks>
bool GetRootPose(out Pose pose);
/// <summary>
/// Retrieves the current external velocities of the input device.
/// </summary>
/// <param name="linearVelocity">The current linear velocity in meters per second.</param>
/// <param name="angularVelocity">The current angular velocity in radians per second.</param>
/// <returns>
/// Returns true if velocities were successfully calculated, false otherwise.
/// </returns>
/// <remarks>
/// For hands, this calculates velocities based on finger joint movement. For controllers,
/// this uses the device's built-in velocity tracking.
/// </remarks>
(Vector3, Vector3) GetExternalVelocities();
}
}