49 lines
1.9 KiB
C#
49 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
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{
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/// <summary>
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/// Defines a sequence of connected points in 3D space that form a polyline shape.
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/// This interface is commonly used for defining paths, boundaries, or trajectories
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/// in spatial interactions and surface definitions.
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/// </summary>
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/// <remarks>
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/// See <see cref="Oculus.Interaction.TransformsPolyline"/> and <see cref="Oculus.Interaction.Locomotion.TeleportArcGravity"/> for example implementations.
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/// </remarks>
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public interface IPolyline
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{
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/// <summary>
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/// Max number of points that define the <see cref="IPolyline"/>.
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/// </summary>
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/// <returns>The number of points in the polyline sequence.</returns>
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int PointsCount { get; }
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/// <summary>
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/// Calculates the position N vertex of the <see cref="IPolyline"/>.
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/// </summary>
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/// <param name="index">The N vertex of the polyline been queried.</param>
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/// <returns>The position of the polyline at the index-th point</returns>
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Vector3 PointAtIndex(int index);
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}
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}
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