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- /************************************************************************************
- Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
- Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
- the Utilities 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/utilities-1.31
- Unless required by applicable law or agreed to in writing, the Utilities 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 UnityEngine;
- using System.Collections;
- using System.Threading;
- using VR = UnityEngine.VR;
- /// <summary>
- /// (Deprecated) Contains information about the user's preferences and body dimensions.
- /// </summary>
- public class OVRProfile : Object
- {
- [System.Obsolete]
- public enum State
- {
- NOT_TRIGGERED,
- LOADING,
- READY,
- ERROR
- };
- [System.Obsolete]
- public string id { get { return "000abc123def"; } }
- [System.Obsolete]
- public string userName { get { return "Oculus User"; } }
- [System.Obsolete]
- public string locale { get { return "en_US"; } }
- 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); } }
- public float eyeHeight { get { return OVRPlugin.eyeHeight; } }
- public float eyeDepth { get { return OVRPlugin.eyeDepth; } }
- public float neckHeight { get { return eyeHeight - 0.075f; } }
- [System.Obsolete]
- public State state { get { return State.READY; } }
- }
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