Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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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
{
public class Hmd : DataModifier<HmdDataAsset>, IHmd
{
public event Action WhenUpdated = delegate { };
protected override void Apply(HmdDataAsset data)
{
// Default implementation does nothing, to allow instantiation of this modifier directly
}
public override void MarkInputDataRequiresUpdate()
{
base.MarkInputDataRequiresUpdate();
if (Started)
{
WhenUpdated();
}
}
public bool TryGetRootPose(out Pose pose)
{
var currentData = GetData();
if (!currentData.IsTracked)
{
pose = Pose.identity;
return false;
}
ITrackingToWorldTransformer transformer = GetData().Config.TrackingToWorldTransformer;
pose = transformer.ToWorldPose(currentData.Root);
return true;
}
#region Inject
#endregion
}
}

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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 HmdDataAsset : ICopyFrom<HmdDataAsset>
{
public Pose Root;
public bool IsTracked;
public int FrameId;
public HmdDataSourceConfig Config;
public void CopyFrom(HmdDataAsset source)
{
Root = source.Root;
IsTracked = source.IsTracked;
FrameId = source.FrameId;
Config = source.Config;
}
}
}

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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.
*/
namespace Oculus.Interaction.Input
{
/// <summary>
/// A set of constants that are passed to each child of a Hand modifier tree from the root DataSource.
/// </summary>
public class HmdDataSourceConfig
{
public ITrackingToWorldTransformer TrackingToWorldTransformer { get; set; }
}
}

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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;
using UnityEngine.Assertions;
namespace Oculus.Interaction.Input
{
/// <summary>
/// A set of constants that are passed to each child of a Hand modifier tree from the root DataSource.
/// </summary>
public class HmdRef : MonoBehaviour, IHmd
{
[SerializeField, Interface(typeof(IHmd))]
private UnityEngine.Object _hmd;
private IHmd Hmd;
public event Action WhenUpdated
{
add => Hmd.WhenUpdated += value;
remove => Hmd.WhenUpdated -= value;
}
protected virtual void Awake()
{
Hmd = _hmd as IHmd;
}
protected virtual void Start()
{
this.AssertField(Hmd, nameof(Hmd));
}
public bool TryGetRootPose(out Pose pose)
{
return Hmd.TryGetRootPose(out pose);
}
#region Inject
public void InjectAllHmdRef(IHmd hmd)
{
InjectHmd(hmd);
}
public void InjectHmd(IHmd hmd)
{
_hmd = hmd as UnityEngine.Object;
Hmd = hmd;
}
#endregion
}
}

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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
{
public interface IHmd
{
bool TryGetRootPose(out Pose pose);
event Action WhenUpdated;
}
}

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