SimulatedHandUtils.CalculateJointRotations Method
Definition
Important
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Compute the rotation of each joint, with the forward vector of the rotation pointing along the joint bone, and the up vector pointing up.
The rotation of the base joints (thumb base, pinky base, etc) as well as the wrist joint is set to point in the direction of palm forward.
Assumption: the position of each joint has been copied from handData joint positions
public:
static void CalculateJointRotations(Microsoft::MixedReality::Toolkit::Utilities::Handedness handedness, cli::array <UnityEngine::Vector3> ^ jointPositions, cli::array <UnityEngine::Quaternion> ^ jointOrientationsOut);
public static void CalculateJointRotations (Microsoft.MixedReality.Toolkit.Utilities.Handedness handedness, UnityEngine.Vector3[] jointPositions, UnityEngine.Quaternion[] jointOrientationsOut);
static member CalculateJointRotations : Microsoft.MixedReality.Toolkit.Utilities.Handedness * UnityEngine.Vector3[] * UnityEngine.Quaternion[] -> unit
Public Shared Sub CalculateJointRotations (handedness As Handedness, jointPositions As Vector3(), jointOrientationsOut As Quaternion())
Parameters
- handedness
- Handedness
- jointPositions
- UnityEngine.Vector3[]
- jointOrientationsOut
- UnityEngine.Quaternion[]