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