Initial commit.
Plugin is mostly functional, navigation works in editor and at runtime.
Still has some issues though :
- Can't find the right spot to zero the data, resulting in drifting when user stops navigating.
- Editor scene view rotation is simply setting the quaternion, so roll axis is active and no helicopter-mode.
- Needs lots more spit & polish.
Fixed zeroing issue.
Set timeout for HID read to 10ms, the data is zeroed when it times out.

Editor window is only updated when new navigation data has been received.

Some cleanup and comments.
Removed unused controls from editor window.
Added sliders to tweak sensitivity.
Editor window stores sensitivity settings in PlayerPrefs.
More cleanup.
Improved motion model, always keep horizon horizontal.
Azimuth is interpolated in world coordinates, pitch in local coordinates.

ToDo: There is still some unexplained translation when the view is rotated.
This is probably to do with how the SceneView is constructed from a camera, a pivot and a rotation.
We can't move the camera as this is overwritten by unity.
We can only set the pivot position and the rotation.
Fixed additional translation that occurred during rotation.
We can't move the camera, only the SceneView's pivot & rotation.
Used a rig of 2 dummies that mimic the layout of the SceneView pivot and camera.
For some reason the camera does not always have the same position offset to the pivot.
This offset is unpredictable, so we update our dummy rig each time before using it.
EditorWindow now reports when new data has been received.
Added HasInstance property to SpaceNavigator for cleaner shutdown.

Moved some dependencies into - SpaceNavigator directory.

ToDo: Fix thread context crashes.
Placed MonoLibUsb async control IO demo code into project, it compiles.
Example code was found here:
http://libusbdotnet.sourceforge.net/V2/html/476f208c-6b00-48ea-b829-29988d214678.htm
Added 3DThrough's dll, which has somehow embedded TDx.TDxInput.dll.
The current code only works with this dll present, not the original TDx.TDxInput.dll.

- Implemented object manipulation in camera-space.
- Implemented horizontal horizon navigation.
Replaced 3DThrough dll with standard win32 TDx.TDxInput.dll.
3DThrough dll was not needed after all, there was a problem during testing where the sensitivity settings defaulted to 0.
This has been fixed now.
Removed experimental code.
Experimental code now lives in Experimental branch.
Removed experimental code.
Experimental code now lives in Experimental branch.
Merge branch 'master' of git.assembla.com:spacenavigator-unity
Fixed view locking up when in vertical position.
Also simplified the rotating of the camera.
Added new manipulation mode: grab-move, in which the selection is moved along with the navigating camera.
For now only translation is implemented.
Changed gui for OperationMode to a SelectionGrid.
Changed all Debug.Log's to D.log's.
Grab move has been partially implemented.

Camera translation is applied directly.

Translation due to camera rotation is calculated as follows :
Calculate the difference between the transformation matrix of the camera's before- and after the navigation.
Then apply that transformation onto all the selected objects.

Rotation due to camera rotation is yet to be implemented.
Simplified GrabMove mode by using Transform.RotateAround.

This method needs a better way of obtaining the separate yaw and pitch angles.
Separated device interaction and sensitivity settings into a separate class.
Don't use fake input by default.
Added fake translation input and a Stop button.
Fixed losing connection to device when recompliling any script.
Moved SpaceNavigator.cs to Plugins directory so it can be used in editor window as well as runtime scripts.
Added script to demonstrate runtime access to Space Navigator.
Replaced D.log with Debug.Log and removed Prime31 addons.