VR Development Framework
v 1.0.0
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AVR
Avatar
AVR_PoseProvider
ApplyInertia
Awake
body_inertia
bodyPos
bodyRot
bodyTransform
CorrectBodyYawAngle
default_body_height
eyePos
eyeRot
eyeTransform
foot_follow_speed
foot_offset_from_pivot
GetLeanTransform
GetStandingTransform
groundCollisionMask
last_yaw
lean_blend_speed
lean_conf
lean_factor
leftFootPos
leftFootRot
leftFootTarget
leftHandFilter
leftHandPos
leftHandRot
leftHandTarget
local_eye_to_neck_offset
lookAtPos
max_body_height
max_head_pitch
max_head_roll
max_head_yaw
min_body_height
neck_body_distance
OnDrawGizmos
pivotPos
pivotRot
pivotTransform
rightFootPos
rightFootRot
rightFootTarget
rightHandFilter
rightHandPos
rightHandRot
rightHandTarget
SetBody
Update
UpdateLeftFoot
UpdatePivot
UpdateRightFoot
Vector3 AVR.Avatar.AVR_PoseProvider.ApplyInertia
(
Vector3
current
,
Vector3
target
)
inline
private
Definition at line
282
of file
AVR_PoseProvider.cs
.
282
{
283
float
dist = Vector3.Distance(current, target);
284
float
move_mult = Mathf.SmoothStep(0f, 1f, dist /
body_inertia
);
285
return
Vector3.MoveTowards(current, target, dist*move_mult);
286
}
AVR.Avatar.AVR_PoseProvider.body_inertia
float body_inertia
Inertia of the body. (Increasing this will help with micromovements and stutters of the body) ...
Definition:
AVR_PoseProvider.cs:195