Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrConstants.Manipulation.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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namespace UltimateXR.Core
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{
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public static partial class UxrConstants
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{
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#region Public Types & Data
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/// <summary>
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/// Manipulation smooth transitions duration: the position and rotation of objects being grabbed/released/placed or
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/// hands snapping to/from constrained objects.
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/// </summary>
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public const float SmoothManipulationTransitionSeconds = 0.1f;
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/// <summary>
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/// How much a difference in angle will offset the distance at which we compute a grabbable object from a grabber.
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/// Objects that are not so well aligned with the grabber will be considered slightly farther away by(angle*
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/// DistanceOffsetByAngle) units, this means in the [0, 0.05] range.
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/// This will favor grabbing objects that are better aligned when there are two or more at similar distances.
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/// </summary>
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public const float DistanceOffsetByAngle = 1.0f / 1800.0f;
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/// <summary>
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/// Minimum distance allowed between two grabbable points that can be grabbed at the same time. Avoids hand
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/// overlapping.
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/// </summary>
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public const float MinHandGrabInterDistance = Hand.HandWidth * 0.5f + 0.01f;
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/// <summary>
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/// Used by the editor to identify the default avatar when no avatars have been registered for grips.
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/// </summary>
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public const string DefaultAvatarName = "[Default]";
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/// <summary>
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/// Used by the editor to prefix the left grab pose mesh.
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/// </summary>
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public const string LeftGrabPoseMeshSuffix = " left";
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/// <summary>
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/// Used by the editor to prefix the right grab pose mesh.
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/// </summary>
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public const string RightGrabPoseMeshSuffix = " right";
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#endregion
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}
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}
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