Initial Commit

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2025-07-04 20:33:06 +03:00
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/*
* 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
{
[Serializable]
public class ControllerDataAsset : ICopyFrom<ControllerDataAsset>
{
public bool IsDataValid;
public bool IsConnected;
public bool IsTracked;
public ControllerButtonUsage ButtonUsageMask;
public Pose RootPose;
public PoseOrigin RootPoseOrigin;
public Pose PointerPose;
public PoseOrigin PointerPoseOrigin;
public ControllerDataSourceConfig Config;
public void CopyFrom(ControllerDataAsset source)
{
IsDataValid = source.IsDataValid;
IsConnected = source.IsConnected;
IsTracked = source.IsTracked;
Config = source.Config;
CopyPosesAndStateFrom(source);
}
public void CopyPosesAndStateFrom(ControllerDataAsset source)
{
ButtonUsageMask = source.ButtonUsageMask;
RootPose = source.RootPose;
RootPoseOrigin = source.RootPoseOrigin;
PointerPose = source.PointerPose;
PointerPoseOrigin = source.PointerPoseOrigin;
}
}
}