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Class Manus::Skeletons::Skeleton

ClassList > Manus > Skeletons > Skeleton

Skeleton handles all animation based on Polygon data fromManus Core.

Inherits the following classes: MonoBehaviour

Public Attributes

Type Name
bool debugAnimatedSkeleton
bool debugColliders
bool enableHaptics = false
bool isLocalPlayer = true
OnDataApplied onDataApplied
uint? sessionId
SkeletonData skeletonData
uint? sklSetupIdx

Public Functions

Type Name
bool AllocateChains ()
Setup and create chains on skeleton and update their names.
void ApplyData (CoreSDK.Skeleton p_Skeleton, CoreSDK.ManusTimestamp? p_Time=null)
Apply Manus Core skeleton data to plugin skeleton.
void ContinueAnimating ()
Continue animating after resetting it to the bindpose.
void LoadSkeleton ()
Load skeleton from Manus Development Dashboard.
delegate void OnDataApplied ()
bool PrepareSkeleton ()
Generate rotation offsets for skeleton.
void ReSetupNodeTransforms ()
Redo node transform values.
void ResetSkeletonData ()
Resets SkeletonData and clears anti scale nodes.
void ResetToBindPose (bool p_AlsoResetScale=false)
Reset to original starting pose.
void SendSkeleton ()
Send skeleton to Manus Core and setup skeleton to allow for scaling.
void SendSkeletonToDevTools ()
Send skeleton to Manus Development Dashboard.
void SetupHands ()
Setup hands by adding missing hand and finger haptics components.
List< MeshSetup > SetupMeshes ()
Find and setup all meshes in the skeleton.
void SetupNodes ()
Create nodes from mesh transforms and add them to the skeleton.
void UpdateEnableHaptics ()
Update the boolean associated to the haptics enabled based on the input from the user in the GUI.

Protected Functions

Type Name
virtual void OnNodeCreated (Node p_Node)
Called upon node creation.
virtual void OnNodeSetup ()
Called on node setup.
virtual void UpdateNames ()
Update names of skeleton, chains and nodes.
void UpdateNodesAndChainsNames ()
Update all names of chains and nodes.

Public Attributes Documentation

variable debugAnimatedSkeleton

bool Manus.Skeletons.Skeleton.debugAnimatedSkeleton;

variable debugColliders

bool Manus.Skeletons.Skeleton.debugColliders;

variable enableHaptics

bool Manus.Skeletons.Skeleton.enableHaptics;

variable isLocalPlayer

bool Manus.Skeletons.Skeleton.isLocalPlayer;

variable onDataApplied

OnDataApplied Manus.Skeletons.Skeleton.onDataApplied;

variable sessionId

uint? Manus.Skeletons.Skeleton.sessionId;

variable skeletonData

SkeletonData Manus.Skeletons.Skeleton.skeletonData;

variable sklSetupIdx

uint? Manus.Skeletons.Skeleton.sklSetupIdx;

Public Functions Documentation

function AllocateChains

Setup and create chains on skeleton and update their names.

inline bool Manus::Skeletons::Skeleton::AllocateChains () 


function ApplyData

Apply Manus Core skeleton data to plugin skeleton.

inline void Manus::Skeletons::Skeleton::ApplyData (
    CoreSDK.Skeleton p_Skeleton,
    CoreSDK.ManusTimestamp ? p_Time=null
) 

Parameters:


function ContinueAnimating

Continue animating after resetting it to the bindpose.

inline void Manus::Skeletons::Skeleton::ContinueAnimating () 


function LoadSkeleton

Load skeleton from Manus Development Dashboard.

inline void Manus::Skeletons::Skeleton::LoadSkeleton () 


function OnDataApplied

delegate void Manus::Skeletons::Skeleton::OnDataApplied () 

function PrepareSkeleton

Generate rotation offsets for skeleton.

inline bool Manus::Skeletons::Skeleton::PrepareSkeleton () 


function ReSetupNodeTransforms

Redo node transform values.

inline void Manus::Skeletons::Skeleton::ReSetupNodeTransforms () 


function ResetSkeletonData

Resets SkeletonData and clears anti scale nodes.

inline void Manus::Skeletons::Skeleton::ResetSkeletonData () 


function ResetToBindPose

Reset to original starting pose.

inline void Manus::Skeletons::Skeleton::ResetToBindPose (
    bool p_AlsoResetScale=false
) 


function SendSkeleton

Send skeleton to Manus Core and setup skeleton to allow for scaling.

inline void Manus::Skeletons::Skeleton::SendSkeleton () 


function SendSkeletonToDevTools

Send skeleton to Manus Development Dashboard.

inline void Manus::Skeletons::Skeleton::SendSkeletonToDevTools () 


function SetupHands

Setup hands by adding missing hand and finger haptics components.

inline void Manus::Skeletons::Skeleton::SetupHands () 


function SetupMeshes

Find and setup all meshes in the skeleton.

inline List< MeshSetup > Manus::Skeletons::Skeleton::SetupMeshes () 


function SetupNodes

Create nodes from mesh transforms and add them to the skeleton.

inline void Manus::Skeletons::Skeleton::SetupNodes () 


function UpdateEnableHaptics

Update the boolean associated to the haptics enabled based on the input from the user in the GUI.

inline void Manus::Skeletons::Skeleton::UpdateEnableHaptics () 


Protected Functions Documentation

function OnNodeCreated

Called upon node creation.

inline virtual void Manus::Skeletons::Skeleton::OnNodeCreated (
    Node p_Node
) 

Parameters:

  • p_Node

function OnNodeSetup

Called on node setup.

inline virtual void Manus::Skeletons::Skeleton::OnNodeSetup () 


function UpdateNames

Update names of skeleton, chains and nodes.

inline virtual void Manus::Skeletons::Skeleton::UpdateNames () 


function UpdateNodesAndChainsNames

Update all names of chains and nodes.

inline void Manus::Skeletons::Skeleton::UpdateNodesAndChainsNames () 



The documentation for this class was generated from the following file api/unity-plugin/Scripts/Skeletons/Skeleton.cs