/* * 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.Collections.Generic; namespace Oculus.Interaction.PoseDetection { /// /// Provides a collection of feature state thresholds and timing parameters for state transitions /// in pose and gesture detection systems. This interface manages multiple feature state configurations /// and ensures proper timing for state changes. /// /// /// This interface is implemented by components that need to track multiple feature states /// and manage their transition timing. It works in conjunction with /// to provide comprehensive state management. See and for example implementations. /// public interface IFeatureThresholds { /// /// Gets the collection of feature state threshold configurations for all monitored features. /// /// /// A read-only list of configurations that define when and how /// features transition between states. /// IReadOnlyList> FeatureStateThresholds { get; } /// /// Gets the minimum time (in seconds) that a feature must maintain a state before /// a transition is recognized. This helps prevent rapid state flickering. /// /// The minimum duration in seconds required for state validation double MinTimeInState { get; } } }