/*
* 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 Oculus.Interaction.Input;
using UnityEngine;
namespace Oculus.Interaction
{
///
/// Provides a standardized interface for tracking and measuring finger-based interactions in the Interaction SDK.
/// This interface enables different implementation methods for detecting palm grab, pinching, finger curl, and other hand poses.
/// See and for example implementations.
///
public interface IFingerAPI
{
///
/// Determines if a specific finger is currently in a grabbing state.
///
/// The to check for grabbing state.
/// True if the specified finger is grabbing, false otherwise.
bool GetFingerIsGrabbing(HandFinger finger);
///
/// Detects changes in a finger's grabbing state relative to a target state.
///
/// The to check for state changes.
/// The target grab state to compare against.
/// True if the finger's grab state has changed to match the target state.
bool GetFingerIsGrabbingChanged(HandFinger finger, bool targetPinchState);
///
/// Retrieves a normalized score indicating how strongly a finger is grabbing.
///
/// The to evaluate.
/// A value between 0 and 1, where 0 indicates no grab and 1 indicates maximum grab strength.
float GetFingerGrabScore(HandFinger finger);
///
/// Gets the local space offset from the wrist position for grab calculations.
///
/// The offset vector in local space coordinates.
Vector3 GetWristOffsetLocal();
///
/// Updates the finger API with the latest hand tracking data.
///
/// The tracking data to process.
void Update(IHand hand);
}
}