Move third party assets to ThirdParty folder
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107
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Manipulation/UxrGripPoseInfo.cs
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107
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Manipulation/UxrGripPoseInfo.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrGripPoseInfo.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.Manipulation.HandPoses;
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using UnityEngine;
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namespace UltimateXR.Manipulation
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{
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/// <summary>
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/// Describes how an object is grabbed. It tells the pose that will be used and how it will be snapped to the hand.
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/// The key is stored in the object, ideally we would have Dictionary(key, GripPoseInfo) but since Unity does not
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/// serialize Dictionaries we use a List(GripPoseInfo) containing the key (<see cref="AvatarPrefabGuid" />) as well.
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/// </summary>
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[Serializable]
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public class UxrGripPoseInfo
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{
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#region Inspector Properties/Serialized Fields
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[SerializeField] private string _avatarPrefabGuid;
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[SerializeField] private UxrHandPoseAsset _handPose;
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[SerializeField] private float _poseBlendValue;
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[SerializeField] private Transform _gripAlignTransformHandLeft;
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[SerializeField] private Transform _gripAlignTransformHandRight;
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#endregion
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#region Public Types & Data
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/// <summary>
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/// Gets the GUID of the avatar prefab the grip pose info belongs to.
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/// </summary>
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public string AvatarPrefabGuid => _avatarPrefabGuid;
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/// <summary>
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/// Gets or sets the left grab pose preview mesh.
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/// </summary>
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public Mesh GrabPoseMeshLeft { get; set; }
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/// <summary>
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/// Gets or sets the right grab pose preview mesh.
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/// </summary>
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public Mesh GrabPoseMeshRight { get; set; }
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/// <summary>
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/// Gets or sets the pose that will be used when grabbing.
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/// </summary>
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public UxrHandPoseAsset HandPose
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{
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get => _handPose;
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set => _handPose = value;
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}
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/// <summary>
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/// Gets or sets the pose blend value if the pose has the possibility of blending. Blending is used to blend between
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/// open/closed grips or other animations.
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/// </summary>
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public float PoseBlendValue
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{
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get => _poseBlendValue;
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set => _poseBlendValue = value;
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}
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/// <summary>
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/// Gets or sets the <see cref="Transform" /> that will be used to align the object grab point to the left
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/// <see cref="UxrGrabber" /> that grabbed it.
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/// </summary>
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public Transform GripAlignTransformHandLeft
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{
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get => _gripAlignTransformHandLeft;
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set => _gripAlignTransformHandLeft = value;
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}
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/// <summary>
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/// Gets or sets the <see cref="Transform" /> that will be used to align the object grab point to the right
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/// <see cref="UxrGrabber" /> that grabbed it.
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/// </summary>
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public Transform GripAlignTransformHandRight
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{
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get => _gripAlignTransformHandRight;
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set => _gripAlignTransformHandRight = value;
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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="avatarPrefabGuid">
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/// Avatar prefab GUID. Using prefabs allows to share poses among instances and also prefab variants to inherit poses
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/// from their parent prefabs in the chain
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/// </param>
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public UxrGripPoseInfo(string avatarPrefabGuid)
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{
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if (!string.IsNullOrEmpty(avatarPrefabGuid))
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{
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_avatarPrefabGuid = avatarPrefabGuid;
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}
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}
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#endregion
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}
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}
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