87 lines
3.9 KiB
C#
87 lines
3.9 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Oculus.Interaction.PoseDetection.Debug
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{
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/// <summary>
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/// Defines a model for managing hierarchical relationships between active states in the Interaction SDK.
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/// This interface is primarily used for debugging and visualization of active state hierarchies.
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/// </summary>
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/// <remarks>
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/// This interface is used in conjunction with the pose detection and debugging systems to:
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/// <list type="bullet">
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/// <item><description>Expose parent-child relationships between active states</description></item>
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/// <item><description>Enable debugging visualization of state hierarchies</description></item>
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/// <item><description>Support different types of active state implementations through the generic ActiveStateModel</description></item>
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/// </list>
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/// See <see cref="Oculus.Interaction.PoseDetection.Debug.ActiveStateModel{TActiveState}"/> for the base implementation.
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/// </remarks>
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public interface IActiveStateModel
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{
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/// <summary>
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/// Retrieves all child active states associated with the given parent active state.
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/// </summary>
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/// <param name="activeState">The parent <see cref="IActiveState"/> to get children for.</param>
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/// <returns>An enumerable collection of child active states. Returns empty if no children exist or if the activeState is not of the expected type.</returns>
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[Obsolete("Use async version of this method", true)]
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IEnumerable<IActiveState> GetChildren(IActiveState activeState) => throw new System.NotImplementedException();
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/// <summary>
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/// Retrieves all child active states associated with the given parent active state.
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/// </summary>
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/// <param name="activeState">The parent <see cref="IActiveState"/> to get children for.</param>
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/// <returns>An enumerable collection of child active states. Returns empty if no children exist or if the activeState is not of the expected type.</returns>
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Task<IEnumerable<IActiveState>> GetChildrenAsync(IActiveState activeState);
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}
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public abstract class ActiveStateModel<TActiveState> : IActiveStateModel
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where TActiveState : class, IActiveState
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{
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public async Task<IEnumerable<IActiveState>> GetChildrenAsync(IActiveState activeState)
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{
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if (activeState is TActiveState type)
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{
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var result = await GetChildrenAsync(type);
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return result;
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}
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return Enumerable.Empty<IActiveState>();
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}
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protected abstract Task<IEnumerable<IActiveState>> GetChildrenAsync(TActiveState instance);
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[Obsolete("Use async version of this method", true)]
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public IEnumerable<IActiveState> GetChildren(IActiveState activeState)
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{
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throw new System.NotImplementedException();
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}
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[Obsolete("Use async version of this method", true)]
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protected virtual IEnumerable<IActiveState> GetChildren(TActiveState activeState)
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{
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throw new System.NotImplementedException();
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}
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}
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}
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