/* * 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; } } }