Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="IUxrControllerTracking.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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namespace UltimateXR.Devices
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{
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/// <summary>
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/// Controller tracking interface for all VR input devices, supporting single controllers and dual controller setups.
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/// </summary>
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public interface IUxrControllerTracking
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{
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#region Public Types & Data
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/// <summary>
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/// Gets the type of the input controller component that handles input for the same kind of controller this component
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/// handles the tracking for.
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/// </summary>
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Type RelatedControllerInputType { get; }
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/// <summary>
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/// Gets whether the camera of the tracking setup has 6 degrees of freedom
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/// </summary>
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bool HeadsetIs6Dof { get; }
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/// <summary>
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/// Gets if the left hand sensor in the component inspector has been set up
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/// </summary>
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bool HasLeftHandSensorSetup { get; }
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/// <summary>
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/// Gets if the right hand sensor in the component inspector has been set up
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/// </summary>
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bool HasRightHandSensorSetup { get; }
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/// <summary>
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/// Gets the world-space position of the left controller sensor.
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/// </summary>
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Vector3 SensorLeftPos { get; }
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/// <summary>
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/// Gets the world-space position of the right controller sensor.
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/// </summary>
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Vector3 SensorRightPos { get; }
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/// <summary>
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/// Gets the world-space rotation of the left controller sensor.
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/// </summary>
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Quaternion SensorLeftRot { get; }
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/// <summary>
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/// Gets the world-space rotation of the right controller sensor.
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/// </summary>
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Quaternion SensorRightRot { get; }
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/// <summary>
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/// Gets the world-space position where the left hand bone should be, using the left sensor data.
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/// </summary>
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Vector3 SensorLeftHandPos { get; }
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/// <summary>
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/// Gets the world-space position where the right hand bone should be, using the right sensor data.
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/// </summary>
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Vector3 SensorRightHandPos { get; }
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/// <summary>
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/// Gets the world-space rotation that the left hand bone should have using the left sensor data.
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/// </summary>
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Quaternion SensorLeftHandRot { get; }
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/// <summary>
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/// Gets the world-space rotation that the right hand bone should have using the right sensor data.
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/// </summary>
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Quaternion SensorRightHandRot { get; }
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#endregion
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}
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}
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