UxrFingerNodeDescriptor.Compute Method
Creates a well-known axes system for a node, 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 hand,
Transform parent,
Transform node,
UxrUniversalLocalAxes parentLocalAxes,
UxrUniversalLocalAxes nodeLocalAxes,
bool computeRelativeMatrixOnly
)
Parameters
- hand
- Type: Transform
Hand node - parent
- Type: Transform
Parent node - node
- Type: Transform
Current node being created - parentLocalAxes
- Type: UltimateXR.Core.Math.UxrUniversalLocalAxes
In local coordinates, which parent axes point to the well-known right, up and forward directions - nodeLocalAxes
- Type: UltimateXR.Core.Math.UxrUniversalLocalAxes
In local coordinates, which node axes point to the well-known right, up and forward directions - computeRelativeMatrixOnly
- Type: System.Boolean
Whether to compute only the TransformRelativeToHand value
See Also
Reference
UxrFingerNodeDescriptor Structure
UltimateXR.Manipulation.HandPoses Namespace