2021년 4학년 1학기 기업연계프로젝트2
컴퓨터소프트웨어공학과 <원광투어팀>
팀장 : 송유진
팀원 : 김나영, 이경희, 한유진
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;using Valve.VR;
namespace Valve.VR{ /// <summary>
/// The major difference between this component and the standard SteamVR_Behaviour_Skeleton is this one lets you
/// only use the joints you care about. You can set the transforms you're concerned with and ignore the ones you're not.
/// </summary>
public class SteamVR_Behaviour_SkeletonCustom : SteamVR_Behaviour_Skeleton { [SerializeField] protected Transform _wrist;
[SerializeField] protected Transform _thumbMetacarpal;
[SerializeField] protected Transform _thumbProximal;
[SerializeField] protected Transform _thumbMiddle;
[SerializeField] protected Transform _thumbDistal;
[SerializeField] protected Transform _thumbTip;
[SerializeField] protected Transform _thumbAux;
[SerializeField] protected Transform _indexMetacarpal;
[SerializeField] protected Transform _indexProximal;
[SerializeField] protected Transform _indexMiddle;
[SerializeField] protected Transform _indexDistal;
[SerializeField] protected Transform _indexTip;
[SerializeField] protected Transform _indexAux;
[SerializeField] protected Transform _middleMetacarpal;
[SerializeField] protected Transform _middleProximal;
[SerializeField] protected Transform _middleMiddle;
[SerializeField] protected Transform _middleDistal;
[SerializeField] protected Transform _middleTip;
[SerializeField] protected Transform _middleAux;
[SerializeField] protected Transform _ringMetacarpal;
[SerializeField] protected Transform _ringProximal;
[SerializeField] protected Transform _ringMiddle;
[SerializeField] protected Transform _ringDistal;
[SerializeField] protected Transform _ringTip;
[SerializeField] protected Transform _ringAux;
[SerializeField] protected Transform _pinkyMetacarpal;
[SerializeField] protected Transform _pinkyProximal;
[SerializeField] protected Transform _pinkyMiddle;
[SerializeField] protected Transform _pinkyDistal;
[SerializeField] protected Transform _pinkyTip;
[SerializeField] protected Transform _pinkyAux;
protected override void AssignBonesArray() { bones[SteamVR_Skeleton_JointIndexes.wrist] = _wrist; bones[SteamVR_Skeleton_JointIndexes.thumbProximal] = _thumbProximal; bones[SteamVR_Skeleton_JointIndexes.thumbMiddle] = _thumbMiddle; bones[SteamVR_Skeleton_JointIndexes.thumbDistal] = _thumbDistal; bones[SteamVR_Skeleton_JointIndexes.thumbTip] = _thumbTip; bones[SteamVR_Skeleton_JointIndexes.thumbAux] = _thumbAux; bones[SteamVR_Skeleton_JointIndexes.indexProximal] = _indexProximal; bones[SteamVR_Skeleton_JointIndexes.indexMiddle] = _indexMiddle; bones[SteamVR_Skeleton_JointIndexes.indexDistal] = _indexDistal; bones[SteamVR_Skeleton_JointIndexes.indexTip] = _indexTip; bones[SteamVR_Skeleton_JointIndexes.indexAux] = _indexAux; bones[SteamVR_Skeleton_JointIndexes.middleProximal] = _middleProximal; bones[SteamVR_Skeleton_JointIndexes.middleMiddle] = _middleMiddle; bones[SteamVR_Skeleton_JointIndexes.middleDistal] = _middleDistal; bones[SteamVR_Skeleton_JointIndexes.middleTip] = _middleTip; bones[SteamVR_Skeleton_JointIndexes.middleAux] = _middleAux; bones[SteamVR_Skeleton_JointIndexes.ringProximal] = _ringProximal; bones[SteamVR_Skeleton_JointIndexes.ringMiddle] = _ringMiddle; bones[SteamVR_Skeleton_JointIndexes.ringDistal] = _ringDistal; bones[SteamVR_Skeleton_JointIndexes.ringTip] = _ringTip; bones[SteamVR_Skeleton_JointIndexes.ringAux] = _ringAux; bones[SteamVR_Skeleton_JointIndexes.pinkyProximal] = _pinkyProximal; bones[SteamVR_Skeleton_JointIndexes.pinkyMiddle] = _pinkyMiddle; bones[SteamVR_Skeleton_JointIndexes.pinkyDistal] = _pinkyDistal; bones[SteamVR_Skeleton_JointIndexes.pinkyTip] = _pinkyTip; bones[SteamVR_Skeleton_JointIndexes.pinkyAux] = _pinkyAux; } }}
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