47 lines
1.8 KiB
C#
47 lines
1.8 KiB
C#
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and 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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