/* * 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.Surfaces { /// /// This interface represents a surface as finite subsections or "patches" of mathematically simpler but less /// bounded surfaces. For example, the screen of a virtual tablet can be thought of as a "patch" of an unbounded mathematical /// plane. This representation is convenient for a number of scenarios, such as continuing an interaction which began within /// a "patch" even if it continues outside the "patch" but without departing the underlying surface. ISurfacePatch formalizes /// this type of surface as an in its own right, but containing an additional (canonically broader) /// . /// public interface ISurfacePatch : ISurface { /// /// The backing surface for this ISurfacePatch. Used correctly, this backing surface is a strict geometric superset of the /// space defined by ISurfacePatch itself. In other words, for every spatial query against the ISurfacePatch for which a /// solution exists (a raycast that hits the surface, for example), that same solution should be a valid solution to the same /// query for the BackingSurface; however, there may exist spatial queries for which the ISurfacePatch has no solution, but /// a solution exists for the BackingSurface. /// ISurface BackingSurface { get; } } }