/*
* 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.DistanceReticles
{
///
/// Interface for data instances pertaining to reticles --- visual indications of interactor targeting, such as a
/// pointer highlight to be drawn at the end of a raycast for a --- which need to
/// process the positions of raycast hits in order to position themselves correctly.
///
public interface IReticleData
{
///
/// Tells this IReticleData the position of the most recent hit point; the IReticleData should use this hit
/// point as the basis for its rendering.
///
/// The most recent position relative to which the reticle should render
///
/// A potentially modified hit point, depending on whether the specific IReticleData implementation chooses
/// to render elsewhere from the specified (see
/// for an example).
///
Vector3 ProcessHitPoint(Vector3 hitPoint);
}
}