// Copyright (c) Microsoft Corporation. // Licensed under the MIT License. using UnityEngine; namespace Microsoft.MixedReality.Toolkit.Input { // TODO - currently not used, consider removing maybe? /// /// The headset definition defines the headset as defined by the SDK / Unity. /// public struct Headset { /// /// The ID assigned to the Headset /// public string Id { get; set; } /// /// The designated hand that the controller is managing, as defined by the SDK / Unity. /// public SDKType HeadsetSDKType { get; set; } /// /// Indicates whether or not the headset is currently providing position data. /// public bool IsPositionAvailable { get; set; } /// /// Outputs the current position of the headset, as defined by the SDK / Unity. /// public Vector3 Position { get; set; } /// /// Indicates whether or not the headset is currently providing rotation data. /// public bool IsRotationAvailable { get; set; } /// /// Outputs the current rotation of the headset, as defined by the SDK / Unity. /// public Quaternion Rotation { get; set; } /// /// Outputs the current state of the headset, whether it is tracked or not. As defined by the SDK / Unity. /// public TrackingState TrackingState { get; set; } /// /// Indicates whether or not the headset display is opaque. As defined by the SDK / Unity. /// public bool IsOpaque { get; set; } } }