2018-10-08 23:54:11 -04:00
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/************************************************************************************
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2018-10-09 20:59:57 -04:00
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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2018-10-08 23:54:11 -04:00
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2018-10-09 20:59:57 -04:00
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Licensed under the Oculus SDK License Version 3.4.1 (the "License");
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you may not use the Oculus SDK except in compliance with the License,
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2018-10-08 23:54:11 -04:00
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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2018-10-09 20:59:57 -04:00
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Unless required by applicable law or agreed to in writing, the Oculus SDK
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2018-10-08 23:54:11 -04:00
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using System.Collections;
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using System.Threading;
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using VR = UnityEngine.VR;
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/// <summary>
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/// (Deprecated) Contains information about the user's preferences and body dimensions.
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/// </summary>
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public class OVRProfile : Object
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{
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[System.Obsolete]
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public enum State
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{
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NOT_TRIGGERED,
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LOADING,
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READY,
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ERROR
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};
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[System.Obsolete]
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public string id { get { return "000abc123def"; } }
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[System.Obsolete]
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public string userName { get { return "Oculus User"; } }
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[System.Obsolete]
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public string locale { get { return "en_US"; } }
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public float ipd { get { return Vector3.Distance (OVRPlugin.GetNodePose (OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render).ToOVRPose ().position, OVRPlugin.GetNodePose (OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render).ToOVRPose ().position); } }
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public float eyeHeight { get { return OVRPlugin.eyeHeight; } }
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public float eyeDepth { get { return OVRPlugin.eyeDepth; } }
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public float neckHeight { get { return eyeHeight - 0.075f; } }
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[System.Obsolete]
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public State state { get { return State.READY; } }
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}
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