Zdexby TheHolyOneZ
127,469 classes
Class

ArmModel

UnityEngine.XR.LegacyInputHelpers.ArmModel, UnityEngine.XR.LegacyInputHelpers UnityEngine.XR.LegacyInputHelpers

Members 33

OffsetSizeNameTypeFlags
——m_FinalPose<in the binary>
——m_PoseSource<in the binary>
——m_HeadPoseSource<in the binary>
——m_ElbowRestPosition<in the binary>
——m_WristRestPosition<in the binary>
——m_ControllerRestPosition<in the binary>
——m_ArmExtensionOffset<in the binary>
——m_ElbowBendRatio<in the binary>
——m_IsLockedToNeck<in the binary>
——m_NeckPosition<in the binary>
——m_ElbowPosition<in the binary>
——m_ElbowRotation<in the binary>
——m_WristPosition<in the binary>
——m_WristRotation<in the binary>
——m_ControllerPosition<in the binary>
——m_ControllerRotation<in the binary>
——m_HandedMultiplier<in the binary>
——m_TorsoDirection<in the binary>
——m_TorsoRotation<in the binary>
——DEFAULT_ELBOW_REST_POSITION<in the binary>
——DEFAULT_WRIST_REST_POSITION<in the binary>
——DEFAULT_CONTROLLER_REST_POSITION<in the binary>
——DEFAULT_ARM_EXTENSION_OFFSET<in the binary>
——DEFAULT_ELBOW_BEND_RATIO<a const>
——EXTENSION_WEIGHT<a const>
——SHOULDER_POSITION<in the binary>
——NECK_OFFSET<in the binary>
——MIN_EXTENSION_ANGLE<a const>
——MAX_EXTENSION_ANGLE<a const>
——xrNodeStateListOrientation<in the binary>
——xrNodeStateListPosition<in the binary>
——xrNodeStateListAngularAcceleration<in the binary>
——xrNodeStateListAngularVelocity<in the binary>

Functions 50

SignatureFlagsNativeParams
void GetPoseFromProvider()—0x00
void get_finalPose()—0x00
void set_finalPose()—0x00
void get_poseSource()—0x00
void set_poseSource()—0x00
void get_headGameObject()—0x00
void set_headGameObject()—0x00
void get_elbowRestPosition()—0x00
void set_elbowRestPosition()—0x00
void get_wristRestPosition()—0x00
void set_wristRestPosition()—0x00
void get_controllerRestPosition()—0x00
void set_controllerRestPosition()—0x00
void get_armExtensionOffset()—0x00
void set_armExtensionOffset()—0x00
void get_elbowBendRatio()—0x00
void set_elbowBendRatio()—0x00
void get_isLockedToNeck()—0x00
void set_isLockedToNeck()—0x00
void get_neckPosition()—0x00
void get_shoulderPosition()—0x00
void get_shoulderRotation()—0x00
void get_elbowPosition()—0x00
void get_elbowRotation()—0x00
void get_wristPosition()—0x00
void get_wristRotation()—0x00
void get_controllerPosition()—0x00
void get_controllerRotation()—0x00
void OnEnable()—0x00
void OnDisable()—0x00
void OnControllerInputUpdated()—0x00
void UpdateHandedness()—0x00
void UpdateTorsoDirection()—0x00
void UpdateNeckPosition()—0x00
void ApplyArmModel()—0x00
void SetUntransformedJointPositions()—0x00
void CalculateExtensionRatio()—0x00
void ApplyExtensionOffset()—0x00
void CalculateLerpRotation()—0x00
void CalculateFinalJointRotations()—0x00
void ApplyRotationToJoints()—0x00
void ApplyInverseNeckModel()—0x00
void TryGetForwardVector()—0x00
void TryGetRotation()—0x00
void TryGetPosition()—0x00
void TryGetAngularAcceleration()—0x00
void TryGetAngularVelocity()—0x00
void GetControllerRotation()—0x00
void .ctor()—0x00
void .cctor()—0x00