/*
* 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.
*/
namespace Oculus.Interaction.PoseDetection
{
///
/// Defines the threshold boundaries for transitioning between two feature states in pose and gesture detection.
/// This interface provides a hysteresis-based state transition system to prevent rapid state flickering.
///
///
/// As seen in , this interface implements a midpoint-width
/// threshold system where:
/// - The midpoint defines the primary transition point
/// - The width creates a buffer zone to prevent rapid state changes
///
public interface IFeatureStateThreshold
{
///
/// Gets the threshold value below which the feature will transition to the first state.
/// This creates the lower boundary of the hysteresis band.
///
float ToFirstWhenBelow { get; }
///
/// Gets the threshold value above which the feature will transition to the second state.
/// This creates the upper boundary of the hysteresis band.
///
float ToSecondWhenAbove { get; }
///
/// Retrieves the initial in the transition pair that represents the starting point of the transition process.
///
TFeatureState FirstState { get; }
///
/// Retrieves the secondary in the transition pair that represents the ending point of the transition process.
///
TFeatureState SecondState { get; }
}
}