/*
* 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.Surfaces
{
///
/// Indicates that a type exposes an axis-aligned bounding box called of the
/// built-in Unity type of the same name. Because of its limited applicability, you should avoid
/// making new types which implement or consume this interface.
///
///
/// Contractually, this bounding box is specifically axis-aligned to world space, limiting its utility
/// almost exclusively to culling optimizations in spatial arithmetic (for example, when raycasting
/// against a ).
///
public interface IBounds
{
///
/// The world space axis-aligned bounding box (AABB).
///
///
/// As a fundamentally world space-aligned data type, these bounds are incapable of expressing
/// precise spatial data and should only be leveraged for specialized optimizations. For an example
/// usage, see .
///
Bounds Bounds { get; }
}
}