/*
* 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
{
///
/// Represents a curved rectangular section of a cylinder wall, typically used for UI surfaces in the Interaction SDK. This interface defines the geometric properties needed to describe a section of a curved surface
/// that wraps around a cylinder, making it ideal for curved menus and interactive panels that follow ergonomic viewing angles.
/// See for an example implementation.
///
public interface ICurvedPlane
{
///
/// Gets the cylinder that defines the curved surface's base geometry. This cylinder
/// provides the underlying shape and orientation for the .
///
Cylinder Cylinder { get; }
///
/// Gets the horizontal arc extent of the in degrees, determining how far
/// the surface wraps around the cylinder's circumference.
///
float ArcDegrees { get; }
///
/// Gets the rotational offset in degrees from the cylinder's forward Z axis to the
/// center of the , determining the plane's horizontal positioning.
///
float Rotation { get; }
///
/// Gets the vertical position of the plane's bottom edge relative to the cylinder's Y position,
/// in the cylinder's local space coordinates.
///
float Bottom { get; }
///
/// Gets the vertical position of the plane's top edge relative to the cylinder's Y position,
/// in the cylinder's local space coordinates.
///
float Top { get; }
}
}