/* * 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); } }