VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Movements/IMovement.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

65 lines
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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
{ /// <summary>
/// Defines the essential functionalities for movement operations, modifying how an Interactable <see cref="IInteractable"/> moves when selected by an Interactor <see cref="IInteractor"/>.
/// This interface provides methods to initiate, update, and stop movements, as well as to perform per-frame updates to support smooth and responsive interactions.
/// </summary>
public interface IMovement
{
/// <summary>
/// Gets the current pose of the movement. This property allows developers to retrieve the real-time position and orientation of the object implementing this interface
/// For an example implementation, see <see cref="FollowTarget.Pose"/>
/// </summary>
Pose Pose { get; }
/// <summary>
/// Indicates whether the movement has stopped.
/// For an example implementation, see <see cref="ObjectPull.Stopped"/>
/// </summary>
bool Stopped { get; }
/// <summary>
/// Moves the object to the specified target pose. This method is essential for setting the initial target and starting the movement based on the provided pose.
/// For an example implementation, see <see cref="MoveTowardsTarget.MoveTo"/>
/// </summary>
/// <param name="target">The target pose to which the object will move.</param>
void MoveTo(Pose target);
/// <summary>
/// Updates the current target to a new pose. This method allows for dynamic changes to the target during movement, which is useful in scenarios where the target is not static.
/// For an example implementation, see <see cref="MoveRelativeToTarget.UpdateTarget"/>
/// </summary>
/// <param name="target">The new target pose to which the object will move.</param>
void UpdateTarget(Pose target);
/// <summary>
/// Stops the movement and sets the pose to the specified pose. This method provides a way to immediately halt any ongoing movement and reset the pose, which can be critical in stopping interactions gracefully when an Interactable is selected or unselected.
/// For an example implementation, see <see cref="ObjectPull.StopAndSetPose"/>
/// </summary>
/// <param name="pose">The pose to set when the movement is stopped.</param>
void StopAndSetPose(Pose pose);
/// <summary>
/// Updates the movement logic on each frame tick. This method ensures that the movement logic is processed, keeping the movement consistent with the frame rate.
/// For an example implementation, see <see cref="ObjectPull.Tick"/>
/// </summary>
void Tick();
}
}