UxrFingerDescriptor.Compute Method
Computes well-known axes systems for all finger bones, to handle transforms independently of the coordinate system being used by a hand rig.
Namespace: UltimateXR.Manipulation.HandPoses
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public void Compute(
Transform wrist,
UxrAvatarFinger finger,
UxrUniversalLocalAxes handLocalAxes,
UxrUniversalLocalAxes fingerLocalAxes,
bool computeRelativeMatrixOnly
)
Parameters
- wrist
- Type: Transform
Wrist transform - finger
- Type: UltimateXR.Avatar.Rig.UxrAvatarFinger
Finger rig information - handLocalAxes
- Type: UltimateXR.Core.Math.UxrUniversalLocalAxes
Well-known axes system for the hand - fingerLocalAxes
- Type: UltimateXR.Core.Math.UxrUniversalLocalAxes
Well-known axes system for the finger elements - computeRelativeMatrixOnly
- Type: System.Boolean
Whether to compute only the relative transform to the hand
See Also
Reference
UxrFingerDescriptor Structure
UltimateXR.Manipulation.HandPoses Namespace