Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrBodyIK.IndependentBoneInfo.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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namespace UltimateXR.Animation.IK
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{
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public sealed partial class UxrBodyIK
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{
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#region Private Types & Data
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/// <summary>
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/// Independent bones are bones that are driven externally and not using IK, such as the hands (wrist bones), which are
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/// driven by the tracked input controllers. They need to be kept track of when parent bones are modified by Inverse
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/// Kinematics to make sure that they are kept in the same place afterwards. Otherwise due to parenting the position
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/// they should have would change.
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/// </summary>
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private class IndependentBoneInfo
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{
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#region Public Types & Data
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/// <summary>
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/// Gets the bone transform.
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/// </summary>
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public Transform Transform { get; }
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/// <summary>
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/// Gets or sets the correct current position.
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/// </summary>
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public Vector3 Position { get; set; }
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/// <summary>
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/// Gets or sets the correct current position.
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/// </summary>
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public Quaternion Rotation { get; set; }
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#endregion
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#region Constructors & Finalizer
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="transform">Bone transform</param>
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public IndependentBoneInfo(Transform transform)
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{
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Transform = transform;
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Position = transform.position;
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Rotation = transform.rotation;
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}
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#endregion
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}
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#endregion
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}
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}
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