VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/DistanceGrab/Visuals/IReticleData.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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C#

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