Move third party assets to ThirdParty folder
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Assets/ThirdParty/UltimateXR/Runtime/Scripts/Devices/UxrHandTracking.BoneCalibration.cs
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74
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Devices/UxrHandTracking.BoneCalibration.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrHandTracking.BoneCalibration.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 System;
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using UltimateXR.Attributes;
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using UnityEngine;
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namespace UltimateXR.Devices
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{
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public abstract partial class UxrHandTracking
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{
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#region Private Types & Data
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/// <summary>
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/// Stores the relative rotation of a transform to a reference pose.
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/// </summary>
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[Serializable]
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private class BoneCalibration
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{
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#region Inspector Properties/Serialized Fields
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[SerializeField] private Transform _transform;
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[SerializeField] [ReadOnly] private float _x;
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[SerializeField] [ReadOnly] private float _y;
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[SerializeField] [ReadOnly] private float _z;
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[SerializeField] [ReadOnly] private float _w;
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#endregion
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#region Public Types & Data
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/// <summary>
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/// Gets the transform the calibration data is for.
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/// </summary>
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public Transform Transform => _transform;
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/// <summary>
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/// Gets or sets the relative rotation to the reference calibration pose.
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/// </summary>
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public Quaternion Rotation
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{
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get => new Quaternion(_x, _y, _z, _w);
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set
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{
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_x = value.x;
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_y = value.y;
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_z = value.z;
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_w = value.w;
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}
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}
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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">Transform</param>
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/// <param name="rotation">Rotation relative to the calibration pose</param>
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public BoneCalibration(Transform transform, Quaternion rotation)
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{
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_transform = transform;
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Rotation = 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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