/* * 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 { 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; } } }