/* * 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. */ namespace Oculus.Interaction.Input { public class LastKnownGoodHand : Hand { private readonly HandDataAsset _lastState = new HandDataAsset(); protected override void Apply(HandDataAsset data) { bool shouldUseData = data.IsHighConfidence || data.RootPoseOrigin == PoseOrigin.FilteredTrackedPose || data.RootPoseOrigin == PoseOrigin.SyntheticPose; if (data.IsDataValid && data.IsTracked && shouldUseData) { _lastState.CopyFrom(data); } else if (_lastState.IsDataValid && data.IsConnected) { // No high confidence data, use last known good. // Only copy pose data, not confidence/tracked flags. data.CopyPosesFrom(_lastState); data.RootPoseOrigin = PoseOrigin.SyntheticPose; data.IsDataValid = true; data.IsTracked = true; data.IsHighConfidence = true; } else { // This hand is not connected, or has never seen valid data. data.IsTracked = false; data.IsHighConfidence = false; data.RootPoseOrigin = PoseOrigin.None; } } } }