45 lines
1.9 KiB
C#
45 lines
1.9 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 UnityEngine;
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namespace Oculus.Interaction.DistanceReticles
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{
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/// <summary>
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/// Interface for data instances pertaining to reticles --- visual indications of interactor targeting, such as a
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/// pointer highlight to be drawn at the end of a raycast for a <see cref="RayInteractor"/> --- which need to
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/// process the positions of raycast hits in order to position themselves correctly.
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/// </summary>
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public interface IReticleData
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{
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/// <summary>
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/// Tells this IReticleData the position of the most recent hit point; the IReticleData should use this hit
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/// point as the basis for its rendering.
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/// </summary>
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/// <param name="hitPoint">The most recent position relative to which the reticle should render</param>
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/// <returns>
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/// A potentially modified hit point, depending on whether the specific IReticleData implementation chooses
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/// to render elsewhere from the specified <paramref name="hitPoint"/> (see
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/// <see cref="ReticleDataTeleport.ProcessHitPoint(Vector3)"/> for an example).
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/// </returns>
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Vector3 ProcessHitPoint(Vector3 hitPoint);
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}
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}
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