/*
* 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
{
///
/// Defines a sequence of connected points in 3D space that form a polyline shape.
/// This interface is commonly used for defining paths, boundaries, or trajectories
/// in spatial interactions and surface definitions.
///
///
/// See and for example implementations.
///
public interface IPolyline
{
///
/// Max number of points that define the .
///
/// The number of points in the polyline sequence.
int PointsCount { get; }
///
/// Calculates the position N vertex of the .
///
/// The N vertex of the polyline been queried.
/// The position of the polyline at the index-th point
Vector3 PointAtIndex(int index);
}
}