Initial Commit
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/*
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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.Grab.GrabSurfaces
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{
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/// <summary>
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/// This interface defines the method needed to use grab surfaces. They allow finding the
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/// nearest poses at the surface to a given set of parameters as well as duplicating and
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/// mirroring the surface.
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/// </summary>
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public interface IGrabSurface
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{
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/// <summary>
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/// Finds the Pose at the surface that is the closest to the given pose.
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/// </summary>
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/// <param name="targetPose">The pose to find the nearest to.</param>
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/// <param name="bestPose">The best found pose at the surface.<</param>
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/// <param name="scoringModifier">Weight used to decide which target pose to select</param>
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/// <param name="relativeTo">Reference transform to measure the poses against</param>
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/// <returns>The score indicating how good the found pose was, -1 for invalid result.</returns>
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GrabPoseScore CalculateBestPoseAtSurface(in Pose targetPose, out Pose bestPose,
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in PoseMeasureParameters scoringModifier, Transform relativeTo);
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/// <summary>
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/// Finds the Pose at the surface that is the closest to the given ray.
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/// </summary>
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/// <param name="targetRay">Ray searching for the nearest snap pose</param>
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/// <param name="bestPose">The best found pose at the surface.</param>
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/// <param name="relativeTo">Reference transform to measure the poses against</param>
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/// <returns>True if the pose was found</returns>
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bool CalculateBestPoseAtSurface(Ray targetRay, out Pose bestPose,
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Transform relativeTo);
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/// <summary>
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/// Method for mirroring a Pose around the surface.
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/// Different surfaces will prefer mirroring along different axis.
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/// </summary>
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/// <param name="gripPose">The Pose to be mirrored.</param>
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/// <param name="relativeTo">Reference transform to mirror the pose around</param>
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/// <returns>A new pose mirrored at this surface.</returns>
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Pose MirrorPose(in Pose gripPose, Transform relativeTo);
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/// <summary>
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/// Creates a new IGrabSurface under the selected gameobject
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/// that is a mirror version of the current.
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/// </summary>
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/// <param name="gameObject">The gameobject in which to place the new IGrabSurface.</param>
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/// <returns>A mirror of this IGrabSurface.</returns>
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IGrabSurface CreateMirroredSurface(GameObject gameObject);
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/// <summary>
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/// Creates a new IGrabSurface under the selected gameobject
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/// with the same data as this one.
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/// </summary>
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/// <param name="gameObject">The gameobject in which to place the new IGrabSurface.</param>
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/// <returns>A clone of this IGrabSurface.</returns>
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IGrabSurface CreateDuplicatedSurface(GameObject gameObject);
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}
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}
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