/*
* 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; }
}
}