VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Interaction/Surfaces/IPolyline.cs
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2025-09-08 11:13:29 +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
{
/// <summary>
/// Defines a sequence of connected points in 3D space that form a polyline shape.
/// This interface is commonly used for defining paths, boundaries, or trajectories
/// in spatial interactions and surface definitions.
/// </summary>
/// <remarks>
/// See <see cref="Oculus.Interaction.TransformsPolyline"/> and <see cref="Oculus.Interaction.Locomotion.TeleportArcGravity"/> for example implementations.
/// </remarks>
public interface IPolyline
{
/// <summary>
/// Max number of points that define the <see cref="IPolyline"/>.
/// </summary>
/// <returns>The number of points in the polyline sequence.</returns>
int PointsCount { get; }
/// <summary>
/// Calculates the position N vertex of the <see cref="IPolyline"/>.
/// </summary>
/// <param name="index">The N vertex of the polyline been queried.</param>
/// <returns>The position of the polyline at the index-th point</returns>
Vector3 PointAtIndex(int index);
}
}