49 lines
2.0 KiB
C#
49 lines
2.0 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 UnityEngine;
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namespace Oculus.Interaction.Surfaces
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{
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/// <summary>
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/// Indicates that a type exposes an axis-aligned bounding box called <see cref="Bounds"/> of the
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/// built-in Unity type of the same name. Because of its limited applicability, you should avoid
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/// making new types which implement or consume this interface.
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/// </summary>
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/// <remarks>
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/// Contractually, this bounding box is specifically axis-aligned to world space, limiting its utility
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/// almost exclusively to culling optimizations in spatial arithmetic (for example, when raycasting
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/// against a <see cref="CylinderSurface"/>).
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/// </remarks>
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public interface IBounds
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{
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/// <summary>
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/// The world space axis-aligned bounding box (AABB).
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/// </summary>
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/// <remarks>
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/// As a fundamentally world space-aligned data type, these bounds are incapable of expressing
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/// precise spatial data and should only be leveraged for specialized optimizations. For an example
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/// usage, see <see cref="Locomotion.TeleportInteractable"/>.
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/// </remarks>
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Bounds Bounds { get; }
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}
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}
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