58 lines
2.5 KiB
C#
58 lines
2.5 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.Collections.Generic;
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namespace Oculus.Interaction.PoseDetection
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{
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/// <summary>
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/// Provides a collection of feature state thresholds and timing parameters for state transitions
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/// in pose and gesture detection systems. This interface manages multiple feature state configurations
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/// and ensures proper timing for state changes.
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/// </summary>
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/// <remarks>
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/// This interface is implemented by components that need to track multiple feature states
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/// and manage their transition timing. It works in conjunction with <see cref="Oculus.Interaction.PoseDetection.IFeatureStateThresholds{TFeature, TFeatureState}"/>
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/// to provide comprehensive state management. See <see cref="FingerFeatureStateThresholds"/> and <see cref="TransformFeatureStateThresholds"/> for example implementations.
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/// </remarks>
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public interface IFeatureThresholds<TFeature, TFeatureState>
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{
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/// <summary>
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/// Gets the collection of feature state threshold configurations for all monitored features.
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/// </summary>
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/// <returns>
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/// A read-only list of <see cref="IFeatureStateThresholds"/> configurations that define when and how
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/// features transition between states.
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/// </returns>
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IReadOnlyList<IFeatureStateThresholds<TFeature, TFeatureState>>
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FeatureStateThresholds
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{
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get;
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}
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/// <summary>
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/// Gets the minimum time (in seconds) that a feature must maintain a state before
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/// a transition is recognized. This helps prevent rapid state flickering.
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/// </summary>
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/// <value>The minimum duration in seconds required for state validation</value>
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double MinTimeInState { get; }
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}
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}
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