/*
* 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 System;
using UnityEngine;
namespace Oculus.Interaction.Grab.GrabSurfaces
{
///
/// This interface defines the methods needed to use grab surfaces, such as finding the nearest poses at
/// the surface to a given set of parameters and duplicating and mirroring the surface.
///
///
/// For a canonical example of an implementation of this interface, see .
///
public interface IGrabSurface
{
///
/// Finds the Pose at the surface that is the closest to the given pose.
///
/// The root pose to find the nearest to.
/// The best found pose at the surface.<
/// Weight used to decide which target pose to select
/// Reference transform to measure the poses against
/// The score indicating how good the found pose was, -1 for invalid result.
[Obsolete("Use " + nameof(CalculateBestPoseAtSurface) + " with offset instead")]
GrabPoseScore CalculateBestPoseAtSurface(in Pose targetPose, out Pose bestPose,
in PoseMeasureParameters scoringModifier, Transform relativeTo);
///
/// Finds the Pose at the surface that is the closest to the given pose.
///
/// The root pose to find the nearest to.
/// The offset from the root, for accurate scoring
/// The best found pose at the surface.<
/// Weight used to decide which target pose to select
/// Reference transform to measure the poses against
/// The score indicating how good the found pose was, -1 for invalid result.
GrabPoseScore CalculateBestPoseAtSurface(in Pose targetPose, in Pose offset, out Pose bestPose,
in PoseMeasureParameters scoringModifier, Transform relativeTo);
///
/// Finds the Pose at the surface that is the closest to the given ray.
///
/// Ray searching for the nearest snap pose
/// The best found pose at the surface.
/// Reference transform to measure the poses against
/// True if the pose was found
bool CalculateBestPoseAtSurface(Ray targetRay, out Pose bestPose,
Transform relativeTo);
///
/// Method for mirroring a Pose around the surface. Different surfaces will prefer mirroring
/// along different axes.
///
///
/// For example, mirrors along its "left-right" axis, whereas
/// does not support mirroring and simply returns the
/// provided .
///
/// The Pose to be mirrored.
/// Reference transform to mirror the pose around
/// A new pose mirrored at this surface.
Pose MirrorPose(in Pose gripPose, Transform relativeTo);
///
/// Creates a new IGrabSurface under the selected gameobject
/// that is a mirror version of the current.
///
/// The gameobject in which to place the new IGrabSurface.
/// A mirror of this IGrabSurface.
IGrabSurface CreateMirroredSurface(GameObject gameObject);
///
/// Creates a new IGrabSurface under the selected gameobject
/// with the same data as this one.
///
/// The gameobject in which to place the new IGrabSurface.
/// A clone of this IGrabSurface.
IGrabSurface CreateDuplicatedSurface(GameObject gameObject);
}
}