/*
* 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 UnityEngine;
namespace Oculus.Interaction
{
///
/// Interface for Objects that can be interacted with . contains attributes for
/// the origin of the grab, the point of the grab and the a reference to the interactable object.
///
public interface IDistanceInteractor : IInteractorView
{
///
/// Used to retrieves the pose (position and orientation) from which distance grabbing is calculated. This value comes from the
/// , but conceptually it is a point relative to the hand
/// around which it feels natural for the hand to grab.
///
Pose Origin { get; }
///
/// The point in space from which the interactor is considered to have "hit" its current interactable.
/// Similar to , though the it is not the result of a simple raycast and instead
/// results from calculations in the .
/// This provides a precise location for interaction caculations.
///
Vector3 HitPoint { get; }
///
/// The main Transform of the currently selected .
/// This property links back to the interactable object that is currently being manipulated by the user, allowing for continued interaction.
/// Can be null if there is no object being interacted with.
///
IRelativeToRef DistanceInteractable { get; }
}
}