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    Class TransitionArmModel

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    BasePoseProvider
    ArmModel
    TransitionArmModel
    Inherited Members
    ArmModel.finalPose
    ArmModel.poseSource
    ArmModel.headGameObject
    ArmModel.elbowRestPosition
    ArmModel.wristRestPosition
    ArmModel.controllerRestPosition
    ArmModel.armExtensionOffset
    ArmModel.elbowBendRatio
    ArmModel.isLockedToNeck
    ArmModel.neckPosition
    ArmModel.shoulderPosition
    ArmModel.shoulderRotation
    ArmModel.elbowPosition
    ArmModel.elbowRotation
    ArmModel.wristPosition
    ArmModel.wristRotation
    ArmModel.controllerPosition
    ArmModel.controllerRotation
    ArmModel.torsoDirection
    ArmModel.torsoRotation
    ArmModel.m_NeckPosition
    ArmModel.m_ElbowPosition
    ArmModel.m_ElbowRotation
    ArmModel.m_WristPosition
    ArmModel.m_WristRotation
    ArmModel.m_ControllerPosition
    ArmModel.m_ControllerRotation
    ArmModel.m_HandedMultiplier
    ArmModel.m_TorsoDirection
    ArmModel.m_TorsoRotation
    ArmModel.DEFAULT_ELBOW_REST_POSITION
    ArmModel.DEFAULT_WRIST_REST_POSITION
    ArmModel.DEFAULT_CONTROLLER_REST_POSITION
    ArmModel.DEFAULT_ARM_EXTENSION_OFFSET
    ArmModel.DEFAULT_ELBOW_BEND_RATIO
    ArmModel.EXTENSION_WEIGHT
    ArmModel.SHOULDER_POSITION
    ArmModel.NECK_OFFSET
    ArmModel.MIN_EXTENSION_ANGLE
    ArmModel.MAX_EXTENSION_ANGLE
    ArmModel.OnEnable()
    ArmModel.OnDisable()
    ArmModel.OnControllerInputUpdated()
    ArmModel.UpdateHandedness()
    ArmModel.UpdateTorsoDirection(bool)
    ArmModel.UpdateNeckPosition()
    ArmModel.ApplyArmModel()
    ArmModel.SetUntransformedJointPositions()
    ArmModel.CalculateExtensionRatio(float)
    ArmModel.ApplyExtensionOffset(float)
    ArmModel.CalculateLerpRotation(Quaternion, float)
    ArmModel.CalculateFinalJointRotations(Quaternion, Quaternion, Quaternion)
    ArmModel.ApplyRotationToJoints()
    ArmModel.ApplyInverseNeckModel(Vector3, out Vector3)
    ArmModel.TryGetForwardVector(XRNode, out Vector3)
    ArmModel.TryGetRotation(XRNode, out Quaternion)
    ArmModel.TryGetPosition(XRNode, out Vector3)
    ArmModel.TryGetAngularAcceleration(XRNode, out Vector3)
    ArmModel.TryGetAngularVelocity(XRNode, out Vector3)
    ArmModel.GetControllerRotation(out Quaternion, out Quaternion, out float)
    ArmModel.OnDrawGizmos()
    BasePoseProvider.TryGetPoseFromProvider(out Pose)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.LegacyInputHelpers
    Assembly: UnityEngine.XR.LegacyInputHelpers.dll
    Syntax
    public class TransitionArmModel : ArmModel

    Fields

    m_ArmModelTransitions

    Declaration
    [SerializeField]
    public List<ArmModelTransition> m_ArmModelTransitions
    Field Value
    Type Description
    List<ArmModelTransition>

    Properties

    currentArmModelComponent

    This field contains the current active arm model that will be used as the input to the tracked pose driver which is using the transitional arm model.

    Declaration
    public ArmModel currentArmModelComponent { get; set; }
    Property Value
    Type Description
    ArmModel

    Methods

    GetPoseFromProvider(out Pose)

    Gets the Pose value from the calculated arm model. as the model returns both position and rotation in all cases, we set both flags on return if successful.

    Declaration
    public override PoseDataFlags GetPoseFromProvider(out Pose output)
    Parameters
    Type Name Description
    Pose output
    Returns
    Type Description
    PoseDataFlags
    Overrides
    ArmModel.GetPoseFromProvider(out Pose)

    Queue(string)

    Declaration
    public bool Queue(string key)
    Parameters
    Type Name Description
    string key
    Returns
    Type Description
    bool

    Queue(ArmModel)

    Declaration
    public void Queue(ArmModel newArmModel)
    Parameters
    Type Name Description
    ArmModel newArmModel
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