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00000000..e69de29b diff --git a/api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html b/api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html new file mode 100644 index 00000000..11267d6a --- /dev/null +++ b/api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html @@ -0,0 +1,664 @@ + + + + + + + + Class AnimationRigSetup + | Unity-Movement Documentation + + + + + + + + + + + + + + + +
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                                                                                                                                                                                                                                                                                                                                                                                                                    + + + + + + diff --git a/index.json b/index.json new file mode 100644 index 00000000..e15b13c6 --- /dev/null +++ b/index.json @@ -0,0 +1,1017 @@ +{ + "api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html": { + "href": "api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html", + "title": "Class AnimationRigSetup | Unity-Movement Documentation", + "keywords": "Class AnimationRigSetup Enables the animation rig components once the has initialized. This is required because we need to build the animation rig with the updated hierarchy after the rearranges the bone hierarchy. Inheritance Object AnimationRigSetup Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class AnimationRigSetup : MonoBehaviour Fields _animator Animator component of character. Declaration protected Animator _animator Field Value Type Description Animator _checkSkeletalUpdatesByProxy Use proxy transforms to check skeletal changes. Proxy transforms can be used in case the original skeleton updates too much. Declaration protected bool _checkSkeletalUpdatesByProxy Field Value Type Description Boolean _ovrSkeletonConstraints IOVRSkeletonConstraint-based components. Declaration protected MonoBehaviour[] _ovrSkeletonConstraints Field Value Type Description MonoBehaviour [] _rebindAnimator If true, rebind the animator upon a skeletal change. Declaration protected bool _rebindAnimator Field Value Type Description Boolean _reEnableRig If true, disable then re-enable the rig upon a skeletal change. Declaration protected bool _reEnableRig Field Value Type Description Boolean _retargetingLayer Retargeting layer component to get data from. Declaration protected RetargetingLayer _retargetingLayer Field Value Type Description RetargetingLayer _rigBuilder Rig builder on character supporting Animation rigging. Declaration protected RigBuilder _rigBuilder Field Value Type Description RigBuilder _rigToggleOnFocus If true, disable then re-enable the rig upon a focus change. Declaration protected bool _rigToggleOnFocus Field Value Type Description Boolean _skeleton Skeletal component of character. Declaration protected OVRSkeleton _skeleton Field Value Type Description OVRSkeleton Properties AnimatorComp Animator component of character. Declaration public Animator AnimatorComp { get; set; } Property Value Type Description Animator CheckSkeletalUpdatesByProxy Use proxy transforms to check skeletal changes. Proxy transforms can be used in case the original skeleton updates too much. Declaration public bool CheckSkeletalUpdatesByProxy { get; set; } Property Value Type Description Boolean RebindAnimator If true, rebind the animator upon a skeletal change. Declaration public bool RebindAnimator { get; set; } Property Value Type Description Boolean ReEnableRig If true, disable then re-enable the rig upon a skeletal change. Declaration public bool ReEnableRig { get; set; } Property Value Type Description Boolean RetargetingLayerComp Retargeting layer component to get data from. Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer RigbuilderComp Rig builder on character supporting Animation rigging. Declaration public RigBuilder RigbuilderComp { get; set; } Property Value Type Description RigBuilder RigToggleOnFocus If true, disable then re-enable the rig upon a focus change. Declaration public bool RigToggleOnFocus { get; set; } Property Value Type Description Boolean Skeleton Skeletal component of character. Declaration public OVRSkeleton Skeleton { get; set; } Property Value Type Description OVRSkeleton Methods AddSkeletalConstraint(MonoBehaviour) Adds skeletal constraint. Valid for use via editor scripts only. Declaration public void AddSkeletalConstraint(MonoBehaviour newConstraint) Parameters Type Name Description MonoBehaviour newConstraint New constraint to add. Awake() Disable the animator and rig until the skeleton is ready to be used with animation rigging. Declaration protected virtual void Awake() OnApplicationFocus(Boolean) Disable and re-enable the rig if _rigToggleOnFocus is enabled. Do this for builds only. We don't want to stop everything if we run inside of the editor. Declaration protected virtual void OnApplicationFocus(bool hasFocus) Parameters Type Name Description Boolean hasFocus True if the application is currently focused. Update() Initialize the animation rig if the skeleton is initialized, and check to re-enable the rig if necessary. Declaration protected virtual void Update()" + }, + "api/Oculus.Movement.AnimationRigging.AnimationUtilities.html": { + "href": "api/Oculus.Movement.AnimationRigging.AnimationUtilities.html", + "title": "Class AnimationUtilities | Unity-Movement Documentation", + "keywords": "Class AnimationUtilities Provides convenient algorithms to assist with animation rigging work. Inheritance Object AnimationUtilities Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public static class AnimationUtilities Methods GetBoneRotationWithEffectorTowardGoal(Transform, Transform, Vector3) Gets the rotation of a bone toward the goal with an effector. Declaration public static Quaternion GetBoneRotationWithEffectorTowardGoal(Transform effector, Transform bone, Vector3 goalPosition) Parameters Type Name Description Transform effector The effector transform. Transform bone The bone transform. Vector3 goalPosition The goal position. Returns Type Description Quaternion The desired bone rotation. SolveCCDIK(Transform[], Vector3, Single, Single) Cyclic Coordinate Descent IK algorithm implementation. This rotates each bone in the chain so that the effector bone will reach the target position. An example of this usage is rotating the entire arm so that the specified hand can match the tracked hand position. Declaration public static bool SolveCCDIK(Transform[] bones, Vector3 targetPosition, float tolerance, float maxIterations) Parameters Type Name Description Transform [] bones The bones in the chain. Vector3 targetPosition The target position. Single tolerance The maximum distance allowed between the effector and target position. Single maxIterations The maximum number of iterations Returns Type Description Boolean True if the IK was successful at positioning the effector at the target position." + }, + "api/Oculus.Movement.AnimationRigging.AvatarMaskExtensionMethods.html": { + "href": "api/Oculus.Movement.AnimationRigging.AvatarMaskExtensionMethods.html", + "title": "Class AvatarMaskExtensionMethods | Unity-Movement Documentation", + "keywords": "Class AvatarMaskExtensionMethods Inheritance Object AvatarMaskExtensionMethods Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public static class AvatarMaskExtensionMethods Fields AvatarMaskBodyParts Declaration public static AvatarMaskBodyPart[] AvatarMaskBodyParts Field Value Type Description AvatarMaskBodyPart [] Methods CopyOtherMaskBodyActiveValues(AvatarMask, AvatarMask) Copies all active values from another onto the current one. Declaration public static void CopyOtherMaskBodyActiveValues(this AvatarMask avatarMask, AvatarMask otherMask) Parameters Type Name Description AvatarMask avatarMask to affect. AvatarMask otherMask to copy from. InitializeDefaultValues(AvatarMask, Boolean) Sets every of to a specified active value. Declaration public static void InitializeDefaultValues(this AvatarMask avatarMask, bool defaultActiveValue) Parameters Type Name Description AvatarMask avatarMask under consideration. Boolean defaultActiveValue Active value to set." + }, + "api/Oculus.Movement.AnimationRigging.BlendHandConstraints.html": { + "href": "api/Oculus.Movement.AnimationRigging.BlendHandConstraints.html", + "title": "Class BlendHandConstraints | Unity-Movement Documentation", + "keywords": "Class BlendHandConstraints Allows disabling TwoBoneIK constraints when the hands move far away, which would mitigate issues with the elbows looking incorrect when the hands are away. While the hands will look more accurate when further away, that might be ok because they are far from the body. Inheritance Object BlendHandConstraints Implements IOVRSkeletonProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class BlendHandConstraints : MonoBehaviour, IOVRSkeletonProcessor Fields _autoAddTo MonoBehaviour to add to. Declaration protected MonoBehaviour _autoAddTo Field Value Type Description MonoBehaviour Properties AutoAddTo Declaration public MonoBehaviour AutoAddTo { get; set; } Property Value Type Description MonoBehaviour BlendCurve Declaration public AnimationCurve BlendCurve { get; set; } Property Value Type Description AnimationCurve BoneIdToTest Declaration public OVRHumanBodyBonesMappings.BodyTrackingBoneId BoneIdToTest { get; set; } Property Value Type Description OVRHumanBodyBonesMappings.BodyTrackingBoneId Constraints Declaration public MonoBehaviour[] Constraints { get; set; } Property Value Type Description MonoBehaviour [] ConstraintsMaxDistance Declaration public float ConstraintsMaxDistance { get; set; } Property Value Type Description Single ConstraintsMinDistance Declaration public float ConstraintsMinDistance { get; set; } Property Value Type Description Single EnableSkeletonProcessing Allows this processor to be turned on and off by an IOVRSkeletonProcessorAggregator Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean HeadTransform Declaration public Transform HeadTransform { get; set; } Property Value Type Description Transform MaxWeight Declaration public float MaxWeight { get; set; } Property Value Type Description Single RetargetingLayerComp Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer SkeletonProcessorLabel Gives an IOVRSkeletonProcessorAggregator a name Declaration public string SkeletonProcessorLabel { get; } Property Value Type Description String Methods AddSkeletalConstraint(MonoBehaviour) Adds constraint. Valid for use via editor scripts only. Declaration public void AddSkeletalConstraint(MonoBehaviour newConstraint) Parameters Type Name Description MonoBehaviour newConstraint New constraint to add. ProcessSkeleton(OVRSkeleton) Processes an for some purpose (eg: forcing a hand pose, moving body parts without the user) Declaration public void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton SetMaxWeight(Single) Sets max constraint weight. Declaration public void SetMaxWeight(float max) Parameters Type Name Description Single max New max value. Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.BlendHandConstraintsFullBody.html": { + "href": "api/Oculus.Movement.AnimationRigging.BlendHandConstraintsFullBody.html", + "title": "Class BlendHandConstraintsFullBody | Unity-Movement Documentation", + "keywords": "Class BlendHandConstraintsFullBody Allows disabling TwoBoneIK constraints when the hands move far away, which would mitigate issues with the elbows looking incorrect when the hands are away. While the hands will look more accurate when further away, that might be ok because they are far from the body. Inheritance Object BlendHandConstraintsFullBody Implements IOVRSkeletonProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class BlendHandConstraintsFullBody : MonoBehaviour, IOVRSkeletonProcessor Fields _autoAddTo MonoBehaviour to add to. Declaration protected MonoBehaviour _autoAddTo Field Value Type Description MonoBehaviour _blendCurve Multiplier that influences weight interpolation based on distance. Declaration protected AnimationCurve _blendCurve Field Value Type Description AnimationCurve _boneIdToTest Bone ID, usually the wrist. Can be modified depending on the skeleton used. Declaration protected OVRHumanBodyBonesMappings.FullBodyTrackingBoneId _boneIdToTest Field Value Type Description OVRHumanBodyBonesMappings.FullBodyTrackingBoneId _constraints Constraints to control the weight of. Declaration protected MonoBehaviour[] _constraints Field Value Type Description MonoBehaviour [] _constraintsMaxDistance Distance where constraints are set to 0.0. Declaration protected float _constraintsMaxDistance Field Value Type Description Single _constraintsMinDistance Distance where constraints are set to 1.0. Declaration protected float _constraintsMinDistance Field Value Type Description Single _headTransform Head transform to do distance checks against. Declaration protected Transform _headTransform Field Value Type Description Transform _maxWeight Max constraint weight. Declaration protected float _maxWeight Field Value Type Description Single _retargetingLayer The character's retargeting layer. Declaration protected RetargetingLayer _retargetingLayer Field Value Type Description RetargetingLayer Properties AutoAddTo Declaration public MonoBehaviour AutoAddTo { get; set; } Property Value Type Description MonoBehaviour BlendCurve Declaration public AnimationCurve BlendCurve { get; set; } Property Value Type Description AnimationCurve BoneIdToTest Declaration public OVRHumanBodyBonesMappings.FullBodyTrackingBoneId BoneIdToTest { get; set; } Property Value Type Description OVRHumanBodyBonesMappings.FullBodyTrackingBoneId Constraints Declaration public MonoBehaviour[] Constraints { get; set; } Property Value Type Description MonoBehaviour [] ConstraintsMaxDistance Declaration public float ConstraintsMaxDistance { get; set; } Property Value Type Description Single ConstraintsMinDistance Declaration public float ConstraintsMinDistance { get; set; } Property Value Type Description Single EnableSkeletonProcessing Allows this processor to be turned on and off by an IOVRSkeletonProcessorAggregator Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean HeadTransform Declaration public Transform HeadTransform { get; set; } Property Value Type Description Transform MaxWeight Declaration public float MaxWeight { get; set; } Property Value Type Description Single RetargetingLayerComp Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer SkeletonProcessorLabel Gives an IOVRSkeletonProcessorAggregator a name Declaration public string SkeletonProcessorLabel { get; } Property Value Type Description String Methods AddSkeletalConstraint(MonoBehaviour) Adds constraint. Valid for use via editor scripts only. Declaration public void AddSkeletalConstraint(MonoBehaviour newConstraint) Parameters Type Name Description MonoBehaviour newConstraint New constraint to add. ProcessSkeleton(OVRSkeleton) Processes an for some purpose (eg: forcing a hand pose, moving body parts without the user) Declaration public void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton SetMaxWeight(Single) Sets max constraint weight. Declaration public void SetMaxWeight(float max) Parameters Type Name Description Single max New max value. Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.BoneMappingsExtension.html": { + "href": "api/Oculus.Movement.AnimationRigging.BoneMappingsExtension.html", + "title": "Class BoneMappingsExtension | Unity-Movement Documentation", + "keywords": "Class BoneMappingsExtension Contains extra mappins not yet available in the SDK. Inheritance Object BoneMappingsExtension Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class BoneMappingsExtension Fields HumanBoneToAvatarBodyPart Maps HumanBodyBones to avatar mask body part. Includes legs as well. Declaration public static readonly Dictionary HumanBoneToAvatarBodyPart Field Value Type Description Dictionary < HumanBodyBones , AvatarMaskBodyPart > OVRSkeletonBoneIdToAvatarBodyPart Maps OVRSkeletonBoneId to avatar mask body part. Declaration public static readonly Dictionary OVRSkeletonBoneIdToAvatarBodyPart Field Value Type Description Dictionary < OVRSkeleton.BoneId , AvatarMaskBodyPart > OVRSkeletonFullBodyBoneIdToAvatarBodyPart Maps OVRSkeleton.BoneId.FullBody* to avatar mask body part. Declaration public static readonly Dictionary OVRSkeletonFullBodyBoneIdToAvatarBodyPart Field Value Type Description Dictionary < OVRSkeleton.BoneId , AvatarMaskBodyPart >" + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationConstraint.html", + "title": "Class CaptureAnimationConstraint | Unity-Movement Documentation", + "keywords": "Class CaptureAnimationConstraint Capture animation constraint. Captures the current animator's reference pose and current pose, to be used to blend animation playback and tracking in another animation job. Inheritance Object CaptureAnimationConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class CaptureAnimationConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationConstraintEditor.html", + "title": "Class CaptureAnimationConstraintEditor | Unity-Movement Documentation", + "keywords": "Class CaptureAnimationConstraintEditor Custom editor for the capture animation constraint. Inheritance Object CaptureAnimationConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class CaptureAnimationConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationData.html", + "title": "Struct CaptureAnimationData | Unity-Movement Documentation", + "keywords": "Struct CaptureAnimationData Data to store captured bone data from the current animation. Implements ICaptureAnimationData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct CaptureAnimationData : ICaptureAnimationData Methods AssignAnimator(Animator) Assign the animator. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator The animator to be assigned. GetBonePositionDelta(HumanBodyBones) Return the position delta for a bone between the reference and current pose. Declaration public Vector3 GetBonePositionDelta(HumanBodyBones humanBodyBones) Parameters Type Name Description HumanBodyBones humanBodyBones The bone to check. Returns Type Description Vector3 The position delta for a bone between the reference and current pose. GetBoneRotationDelta(HumanBodyBones) Return the rotation delta for a bone between the reference and current pose. Declaration public Quaternion GetBoneRotationDelta(HumanBodyBones humanBodyBones) Parameters Type Name Description HumanBodyBones humanBodyBones The bone to check. Returns Type Description Quaternion The rotation delta for a bone between the reference and current pose. SetupPoseArrays() Setup the reference and current pose arrays. Declaration public void SetupPoseArrays() Explicit Interface Implementations ICaptureAnimationData.ConstraintAnimator The animator used by the constraint. Declaration readonly Animator ICaptureAnimationData.ConstraintAnimator { get; } Returns Type Description Animator ICaptureAnimationData.CurrentAnimatorStateInfoHash The current animator state info hash. Declaration int ICaptureAnimationData.CurrentAnimatorStateInfoHash { get; set; } Returns Type Description Int32 ICaptureAnimationData.CurrentPose The bone data for the current pose. Declaration readonly CaptureAnimationData.PoseBone[] ICaptureAnimationData.CurrentPose { get; } Returns Type Description CaptureAnimationData.PoseBone [] ICaptureAnimationData.ReferencePose The bone data for the reference pose. Declaration readonly CaptureAnimationData.PoseBone[] ICaptureAnimationData.ReferencePose { get; } Returns Type Description CaptureAnimationData.PoseBone [] ICaptureAnimationData.ReferencePoseTime The normalized time from which the reference pose should be captured from. Declaration readonly float ICaptureAnimationData.ReferencePoseTime { get; } Returns Type Description Single ICaptureAnimationData.TargetAnimatorLayer The target animator layer to capture animations on. Declaration readonly int ICaptureAnimationData.TargetAnimatorLayer { get; } Returns Type Description Int32 Implements ICaptureAnimationData" + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationData.PoseBone.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationData.PoseBone.html", + "title": "Class CaptureAnimationData.PoseBone | Unity-Movement Documentation", + "keywords": "Class CaptureAnimationData.PoseBone The bone information for a bone in a pose. Inheritance Object CaptureAnimationData.PoseBone Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class PoseBone Fields Bone The bone in the pose. Declaration public HumanBodyBones Bone Field Value Type Description HumanBodyBones LocalPosition The local position of the bone. Declaration public Vector3 LocalPosition Field Value Type Description Vector3 LocalRotation The local rotation of the bone. Declaration public Quaternion LocalRotation Field Value Type Description Quaternion" + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationJob.html", + "title": "Struct CaptureAnimationJob | Unity-Movement Documentation", + "keywords": "Struct CaptureAnimationJob The capture animation job, which will write bone local position and rotation data into accessible native arrays. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct CaptureAnimationJob Fields BoneLocalPositions The array of bone local positions to write to. Declaration public NativeArray BoneLocalPositions Field Value Type Description NativeArray < Vector3 > BoneLocalRotations The array of bone local rotations to write to. Declaration public NativeArray BoneLocalRotations Field Value Type Description NativeArray < Quaternion > Bones The array of read write transform handles for animator bones. Declaration public NativeArray Bones Field Value Type Description NativeArray < ReadWriteTransformHandle > Properties jobWeight Job weight. Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Defines what to do when processing the animation. Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on. ProcessRootMotion(AnimationStream) Defines what to do when processing the root motion. Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on." + }, + "api/Oculus.Movement.AnimationRigging.CaptureAnimationJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.CaptureAnimationJobBinder-1.html", + "title": "Class CaptureAnimationJobBinder | Unity-Movement Documentation", + "keywords": "Class CaptureAnimationJobBinder The capture animation job binder. Inheritance Object CaptureAnimationJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class CaptureAnimationJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, ICaptureAnimationData Type Parameters Name Description T Type to be used for the job. Methods Create(Animator, ref T, Component) Declaration public override CaptureAnimationJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description CaptureAnimationJob Destroy(CaptureAnimationJob) Declaration public override void Destroy(CaptureAnimationJob job) Parameters Type Name Description CaptureAnimationJob job Update(CaptureAnimationJob, ref T) Declaration public override void Update(CaptureAnimationJob job, ref T data) Parameters Type Name Description CaptureAnimationJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.CopyPoseConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.CopyPoseConstraint.html", + "title": "Class CopyPoseConstraint | Unity-Movement Documentation", + "keywords": "Class CopyPoseConstraint The CopyPose constraint, used to copy the current humanoid animator pose information to be used when correcting positions in RetargetingLayer. Inheritance Object CopyPoseConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class CopyPoseConstraint : RigConstraint>, IOVRSkeletonConstraint Methods OnValidate() Declaration protected override void OnValidate() RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.CopyPoseData.html": { + "href": "api/Oculus.Movement.AnimationRigging.CopyPoseData.html", + "title": "Struct CopyPoseData | Unity-Movement Documentation", + "keywords": "Struct CopyPoseData Copy pose data used by the copy pose job. Implements the copy pose data interface. Implements ICopyPoseData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct CopyPoseData : ICopyPoseData Properties AnimatorBones The array of humanoid animator bones. Declaration public readonly Transform[] AnimatorBones { get; } Property Value Type Description Transform [] ConstraintAnimator Declaration public Animator ConstraintAnimator { get; set; } Property Value Type Description Animator CopyPoseToOriginal True if the pose being copied is the original pose. If false, the copied pose is assumed to be the final pose. Declaration public bool CopyPoseToOriginal { get; set; } Property Value Type Description Boolean RetargetingLayerComp The retargeting layer component. Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer Methods Setup() Caches the array of humanoid animator bones to be copied. Declaration public void Setup() Implements ICopyPoseData" + }, + "api/Oculus.Movement.AnimationRigging.CopyPoseJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.CopyPoseJob.html", + "title": "Struct CopyPoseJob | Unity-Movement Documentation", + "keywords": "Struct CopyPoseJob The CopyPose job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct CopyPoseJob Fields Bones The array of bone positions to be read. Declaration public NativeArray Bones Field Value Type Description NativeArray < ReadOnlyTransformHandle > Positions The stored positions of read bones. Declaration public NativeArray Positions Field Value Type Description NativeArray < Vector3 > Properties jobWeight Job weight. Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Defines what to do when processing the animation. Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on. ProcessRootMotion(AnimationStream) Defines what to do when processing the root motion. Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on." + }, + "api/Oculus.Movement.AnimationRigging.CopyPoseJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.CopyPoseJobBinder-1.html", + "title": "Class CopyPoseJobBinder | Unity-Movement Documentation", + "keywords": "Class CopyPoseJobBinder The CopyPose job binder. Inheritance Object CopyPoseJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class CopyPoseJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, ICopyPoseData Type Parameters Name Description T The constraint data type Methods Create(Animator, ref T, Component) Declaration public override CopyPoseJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description CopyPoseJob Destroy(CopyPoseJob) Destroy the job and clean up arrays. Declaration public override void Destroy(CopyPoseJob job) Parameters Type Name Description CopyPoseJob job The job that is being destroyed. Update(CopyPoseJob, ref T) Update job with component information. Declaration public override void Update(CopyPoseJob job, ref T data) Parameters Type Name Description CopyPoseJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.DeformationCommon.ArmPosData.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationCommon.ArmPosData.html", + "title": "Struct DeformationCommon.ArmPosData | Unity-Movement Documentation", + "keywords": "Struct DeformationCommon.ArmPosData Information about the positioning of an arm. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct ArmPosData Fields HandBone The hand transform. Declaration public Transform HandBone Field Value Type Description Transform LowerArmBone The lower arm transform. Declaration public Transform LowerArmBone Field Value Type Description Transform LowerArmToHandAxis The axis of the lower arm to the hand. Declaration public Vector3 LowerArmToHandAxis Field Value Type Description Vector3 ShoulderBone The shoulder transform. Declaration public Transform ShoulderBone Field Value Type Description Transform ShoulderLocalPos The local position of the shoulder. Declaration public Vector3 ShoulderLocalPos Field Value Type Description Vector3 UpperArmBone The upper arm transform. Declaration public Transform UpperArmBone Field Value Type Description Transform Properties IsInitialized Indicates if initialized or not. Declaration public readonly bool IsInitialized { get; } Property Value Type Description Boolean Methods ClearTransformData() Resets all tracked transforms to null. Declaration public void ClearTransformData()" + }, + "api/Oculus.Movement.AnimationRigging.DeformationCommon.BonePairData.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationCommon.BonePairData.html", + "title": "Struct DeformationCommon.BonePairData | Unity-Movement Documentation", + "keywords": "Struct DeformationCommon.BonePairData Information about the distance between two bone transforms. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct BonePairData Fields Distance The distance between the start and end bones. Declaration public float Distance Field Value Type Description Single EndBone The end bone transform. Declaration public Transform EndBone Field Value Type Description Transform HeightProportion The proportion of this bone relative to the height. Declaration public float HeightProportion Field Value Type Description Single LimbProportion The proportion of this bone relative to its limb. Declaration public float LimbProportion Field Value Type Description Single StartBone The start bone transform. Declaration public Transform StartBone Field Value Type Description Transform" + }, + "api/Oculus.Movement.AnimationRigging.DeformationCommon.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationCommon.html", + "title": "Class DeformationCommon | Unity-Movement Documentation", + "keywords": "Class DeformationCommon Data types common to all deformation classes. Inheritance Object DeformationCommon Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public static class DeformationCommon" + }, + "api/Oculus.Movement.AnimationRigging.DeformationConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationConstraint.html", + "title": "Class DeformationConstraint | Unity-Movement Documentation", + "keywords": "Class DeformationConstraint Deformation constraint. Inheritance Object DeformationConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class DeformationConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.DeformationConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationConstraintEditor.html", + "title": "Class DeformationConstraintEditor | Unity-Movement Documentation", + "keywords": "Class DeformationConstraintEditor Custom editor for the deformation constraint. Inheritance Object DeformationConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class DeformationConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.DeformationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationData.html", + "title": "Struct DeformationData | Unity-Movement Documentation", + "keywords": "Struct DeformationData Deformation data used by the deformation job. Implements the deformation data interface. Implements IDeformationData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct DeformationData : IDeformationData Properties ChestAlignmentWeight Declaration public float ChestAlignmentWeight { get; set; } Property Value Type Description Single LeftArmWeight Declaration public float LeftArmWeight { get; set; } Property Value Type Description Single LeftHandWeight Declaration public float LeftHandWeight { get; set; } Property Value Type Description Single LeftShoulderWeight Declaration public float LeftShoulderWeight { get; set; } Property Value Type Description Single RightArmWeight Declaration public float RightArmWeight { get; set; } Property Value Type Description Single RightHandWeight Declaration public float RightHandWeight { get; set; } Property Value Type Description Single RightShoulderWeight Declaration public float RightShoulderWeight { get; set; } Property Value Type Description Single SpineLowerAlignmentWeight Declaration public float SpineLowerAlignmentWeight { get; set; } Property Value Type Description Single SpineTranslationCorrectionTypeField Declaration public DeformationData.SpineTranslationCorrectionType SpineTranslationCorrectionTypeField { get; set; } Property Value Type Description DeformationData.SpineTranslationCorrectionType SpineUpperAlignmentWeight Declaration public float SpineUpperAlignmentWeight { get; set; } Property Value Type Description Single Methods AssignAnimator(Animator) Assign the Animator. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator The Animator component. AssignOVRCustomSkeleton(OVRCustomSkeleton) Assign the OVR Custom Skeleton. Declaration public void AssignOVRCustomSkeleton(OVRCustomSkeleton skeleton) Parameters Type Name Description OVRCustomSkeleton skeleton The OVRCustomSkeleton component. ClearTransformData() Clears all transform data stored. Declaration public void ClearTransformData() InitializeStartingScale() Computes initial starting scale. Declaration public void InitializeStartingScale() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration public bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. SetUpBonePairs() Sets up bone parts after all bones have been found. Declaration public void SetUpBonePairs() SetUpHipsToHeadBones() Sets up hips to head bones. Declaration public void SetUpHipsToHeadBones() SetUpHipsToHeadBoneTargets(Transform) Sets up hips to head bone targets. Declaration public void SetUpHipsToHeadBoneTargets(Transform setupParent) Parameters Type Name Description Transform setupParent SetUpLeftArmData() Sets up left arm data. Declaration public void SetUpLeftArmData() SetUpRightArmData() Sets up right arm data. Declaration public void SetUpRightArmData() Explicit Interface Implementations IDeformationData.BonePairs The position info for the bone pairs used for Deformation. Declaration readonly BonePairData[] IDeformationData.BonePairs { get; } Returns Type Description BonePairData [] IDeformationData.ChestAlignmentWeightFloatProperty The chest alignment weight float property. Declaration readonly string IDeformationData.ChestAlignmentWeightFloatProperty { get; } Returns Type Description String IDeformationData.ConstraintAnimator The Animator component for the character. Declaration readonly Animator IDeformationData.ConstraintAnimator { get; } Returns Type Description Animator IDeformationData.ConstraintCustomSkeleton The OVRCustomSkeleton component for the character. Declaration readonly OVRCustomSkeleton IDeformationData.ConstraintCustomSkeleton { get; } Returns Type Description OVRCustomSkeleton IDeformationData.HipsToHeadBones The array of transforms from the hips to the head bones. Declaration readonly Transform[] IDeformationData.HipsToHeadBones { get; } Returns Type Description Transform [] IDeformationData.HipsToHeadBoneTargets The array of transform targets from the hips to the head bones. Declaration readonly Transform[] IDeformationData.HipsToHeadBoneTargets { get; } Returns Type Description Transform [] IDeformationData.HipsToHeadDistance The distance between the hips and head bones. Declaration readonly float IDeformationData.HipsToHeadDistance { get; } Returns Type Description Single IDeformationData.LeftArm The position info for the left arm. Declaration readonly ArmPosData IDeformationData.LeftArm { get; } Returns Type Description ArmPosData IDeformationData.LeftArmDataInitialized Indicates if left arm data was initialized or not. Declaration readonly bool IDeformationData.LeftArmDataInitialized { get; } Returns Type Description Boolean IDeformationData.LeftArmWeightFloatProperty The left arm weight float property. Declaration readonly string IDeformationData.LeftArmWeightFloatProperty { get; } Returns Type Description String IDeformationData.LeftHandWeightFloatProperty The left hand weight float property. Declaration readonly string IDeformationData.LeftHandWeightFloatProperty { get; } Returns Type Description String IDeformationData.LeftShoulderWeightFloatProperty The left shoulder weight float property. Declaration readonly string IDeformationData.LeftShoulderWeightFloatProperty { get; } Returns Type Description String IDeformationData.RightArm The position info for the right arm. Declaration readonly ArmPosData IDeformationData.RightArm { get; } Returns Type Description ArmPosData IDeformationData.RightArmDataInitialized Indicates if left arm data was initialized or not. Declaration readonly bool IDeformationData.RightArmDataInitialized { get; } Returns Type Description Boolean IDeformationData.RightArmWeightFloatProperty The right arm weight float property. Declaration readonly string IDeformationData.RightArmWeightFloatProperty { get; } Returns Type Description String IDeformationData.RightHandWeightFloatProperty The right hand weight float property. Declaration readonly string IDeformationData.RightHandWeightFloatProperty { get; } Returns Type Description String IDeformationData.RightShoulderWeightFloatProperty The right shoulder weight float property. Declaration readonly string IDeformationData.RightShoulderWeightFloatProperty { get; } Returns Type Description String IDeformationData.ShouldUpdate If true, update this job. Declaration bool IDeformationData.ShouldUpdate { get; set; } Returns Type Description Boolean IDeformationData.SpineCorrectionType The type of spine translation correction that should be applied. Declaration readonly int IDeformationData.SpineCorrectionType { get; } Returns Type Description Int32 IDeformationData.SpineCorrectionTypeIntProperty The spine correction type int property. Declaration readonly string IDeformationData.SpineCorrectionTypeIntProperty { get; } Returns Type Description String IDeformationData.SpineLowerAlignmentWeightFloatProperty The spine alignment weight float property. Declaration readonly string IDeformationData.SpineLowerAlignmentWeightFloatProperty { get; } Returns Type Description String IDeformationData.SpineUpperAlignmentWeightFloatProperty The spine upper alignment weight float property. Declaration readonly string IDeformationData.SpineUpperAlignmentWeightFloatProperty { get; } Returns Type Description String IDeformationData.StartingScale The starting scale of the character, taken from the animator transform. Declaration readonly Vector3 IDeformationData.StartingScale { get; } Returns Type Description Vector3 Implements IDeformationData" + }, + "api/Oculus.Movement.AnimationRigging.DeformationData.SpineTranslationCorrectionType.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationData.SpineTranslationCorrectionType.html", + "title": "Enum DeformationData.SpineTranslationCorrectionType | Unity-Movement Documentation", + "keywords": "Enum DeformationData.SpineTranslationCorrectionType The spine translation correction type. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public enum SpineTranslationCorrectionType Fields Name Description AccurateHead Accurately place the head bone when applying spine translation correction. AccurateHips Accurately place the hips bone when applying spine translation correction. AccurateHipsAndHead Accurately place the hips and head bone when applying spine translation correction. None No spine translation correction applied." + }, + "api/Oculus.Movement.AnimationRigging.DeformationJob.BoneAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationJob.BoneAnimationData.html", + "title": "Struct DeformationJob.BoneAnimationData | Unity-Movement Documentation", + "keywords": "Struct DeformationJob.BoneAnimationData Bone animation data for the deformation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct BoneAnimationData Fields Distance The distance between the start and end bone transforms. Declaration public float Distance Field Value Type Description Single HeightProportion The proportion of this bone relative to the height. Declaration public float HeightProportion Field Value Type Description Single LimbProportion The proportion of this bone relative to its limb. Declaration public float LimbProportion Field Value Type Description Single" + }, + "api/Oculus.Movement.AnimationRigging.DeformationJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationJob.html", + "title": "Struct DeformationJob | Unity-Movement Documentation", + "keywords": "Struct DeformationJob The deformation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct DeformationJob Fields BoneAnimData The array of bone animation data for the start and end bone pairs. Declaration public NativeArray BoneAnimData Field Value Type Description NativeArray < DeformationJob.BoneAnimationData > BoneDirections The array of directions between the start and end bones. Declaration public NativeArray BoneDirections Field Value Type Description NativeArray < Vector3 > ChestAlignmentWeight The weight for the chest fixup. Declaration public FloatProperty ChestAlignmentWeight Field Value Type Description FloatProperty ChestIndex The chest index in the bone pair data. Declaration public int ChestIndex Field Value Type Description Int32 EndBones The array of end bones for deformation. Declaration public NativeArray EndBones Field Value Type Description NativeArray < ReadWriteTransformHandle > HeadBone The ReadWrite transform handle for the head bone. Declaration public ReadWriteTransformHandle HeadBone Field Value Type Description ReadWriteTransformHandle HeadIndex The head index in the bone pair data. Declaration public int HeadIndex Field Value Type Description Int32 HipsBone The ReadWrite transform handle for the hips bone. Declaration public ReadWriteTransformHandle HipsBone Field Value Type Description ReadWriteTransformHandle HipsIndex The hips index in the bone pair data. Declaration public int HipsIndex Field Value Type Description Int32 HipsToHeadBones The inclusive array of bones from the hips to the head. Declaration public NativeArray HipsToHeadBones Field Value Type Description NativeArray < ReadWriteTransformHandle > HipsToHeadBoneTargets The inclusive array of bone targets from the hips to the head. Declaration public NativeArray HipsToHeadBoneTargets Field Value Type Description NativeArray < ReadOnlyTransformHandle > LeftArmOffsetWeight The weight for the left arm offset. Declaration public FloatProperty LeftArmOffsetWeight Field Value Type Description FloatProperty LeftHandBone The ReadWrite transform handle for the left hand bone. Declaration public ReadWriteTransformHandle LeftHandBone Field Value Type Description ReadWriteTransformHandle LeftHandOffsetWeight The weight for the left hand offset. Declaration public FloatProperty LeftHandOffsetWeight Field Value Type Description FloatProperty LeftLowerArmBone The ReadWrite transform handle for the left lower arm bone. Declaration public ReadWriteTransformHandle LeftLowerArmBone Field Value Type Description ReadWriteTransformHandle LeftLowerArmToHandAxis The lower arm to hand axis for the left arm. Declaration public Vector3 LeftLowerArmToHandAxis Field Value Type Description Vector3 LeftShoulderBone The ReadWrite transform handle for the left shoulder bone. Declaration public ReadWriteTransformHandle LeftShoulderBone Field Value Type Description ReadWriteTransformHandle LeftShoulderOffsetWeight The weight of the left shoulder offset. Declaration public FloatProperty LeftShoulderOffsetWeight Field Value Type Description FloatProperty LeftShoulderOriginalLocalPos The local position of the left shoulder. Declaration public Vector3 LeftShoulderOriginalLocalPos Field Value Type Description Vector3 LeftUpperArmBone The ReadWrite transform handle for the left upper arm bone. Declaration public ReadWriteTransformHandle LeftUpperArmBone Field Value Type Description ReadWriteTransformHandle RightArmOffsetWeight The weight for the right arm offset. Declaration public FloatProperty RightArmOffsetWeight Field Value Type Description FloatProperty RightHandBone The ReadWrite transform handle for the right hand bone. Declaration public ReadWriteTransformHandle RightHandBone Field Value Type Description ReadWriteTransformHandle RightHandOffsetWeight The weight for the right hand offset. Declaration public FloatProperty RightHandOffsetWeight Field Value Type Description FloatProperty RightLowerArmBone The ReadWrite transform handle for the right lower arm bone. Declaration public ReadWriteTransformHandle RightLowerArmBone Field Value Type Description ReadWriteTransformHandle RightLowerArmToHandAxis The lower arm to hand axis for the right arm. Declaration public Vector3 RightLowerArmToHandAxis Field Value Type Description Vector3 RightShoulderBone The ReadWrite transform handle for the right shoulder bone. Declaration public ReadWriteTransformHandle RightShoulderBone Field Value Type Description ReadWriteTransformHandle RightShoulderOffsetWeight The weight of the right shoulder offset. Declaration public FloatProperty RightShoulderOffsetWeight Field Value Type Description FloatProperty RightShoulderOriginalLocalPos The local position of the right shoulder. Declaration public Vector3 RightShoulderOriginalLocalPos Field Value Type Description Vector3 RightUpperArmBone The ReadWrite transform handle for the right upper arm bone. Declaration public ReadWriteTransformHandle RightUpperArmBone Field Value Type Description ReadWriteTransformHandle ScaleFactor The array containing 1 element for the current scale ratio. Declaration public NativeArray ScaleFactor Field Value Type Description NativeArray < Vector3 > SpineCorrectionType The spine correction type. Declaration public IntProperty SpineCorrectionType Field Value Type Description IntProperty SpineLowerAlignmentWeight The weight for the spine lower fixup. Declaration public FloatProperty SpineLowerAlignmentWeight Field Value Type Description FloatProperty SpineLowerIndex The spine index in the bone pair data. Declaration public int SpineLowerIndex Field Value Type Description Int32 SpineUpperAlignmentWeight The weight for the spine upper fixup. Declaration public FloatProperty SpineUpperAlignmentWeight Field Value Type Description FloatProperty SpineUpperIndex The spine upper index in the bone pair data. Declaration public int SpineUpperIndex Field Value Type Description Int32 StartBones The array of start bones for deformation. Declaration public NativeArray StartBones Field Value Type Description NativeArray < ReadWriteTransformHandle > UpperBodyOffsets The array of upper body offsets. Declaration public NativeArray UpperBodyOffsets Field Value Type Description NativeArray < Vector3 > UpperBodyTargetPositions The array of upper body target positions. Declaration public NativeArray UpperBodyTargetPositions Field Value Type Description NativeArray < Vector3 > Properties jobWeight Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream ProcessRootMotion(AnimationStream) Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream" + }, + "api/Oculus.Movement.AnimationRigging.DeformationJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.DeformationJobBinder-1.html", + "title": "Class DeformationJobBinder | Unity-Movement Documentation", + "keywords": "Class DeformationJobBinder The deformation job binder. Inheritance Object DeformationJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class DeformationJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IDeformationData Type Parameters Name Description T The constraint data type Methods Create(Animator, ref T, Component) Declaration public override DeformationJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description DeformationJob Destroy(DeformationJob) Declaration public override void Destroy(DeformationJob job) Parameters Type Name Description DeformationJob job Update(DeformationJob, ref T) Declaration public override void Update(DeformationJob job, ref T data) Parameters Type Name Description DeformationJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationConstraint.html", + "title": "Class FullBodyDeformationConstraint | Unity-Movement Documentation", + "keywords": "Class FullBodyDeformationConstraint FullBodyDeformation constraint. Inheritance Object FullBodyDeformationConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class FullBodyDeformationConstraint : RigConstraint>, IOVRSkeletonConstraint Fields _calculateBoneData Allows calculating bone data via a button. Declaration protected bool _calculateBoneData Field Value Type Description Boolean Methods CalculateBoneData() Setup all variables required for the constraint. Declaration public void CalculateBoneData() RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationData.html", + "title": "Struct FullBodyDeformationData | Unity-Movement Documentation", + "keywords": "Struct FullBodyDeformationData FullBodyDeformation data used by the FullBodyDeformation job. Implements the FullBodyDeformation data interface. Implements IFullBodyDeformationData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct FullBodyDeformationData : IFullBodyDeformationData Properties AlignFeetWeight Declaration public float AlignFeetWeight { get; set; } Property Value Type Description Single ChestAlignmentWeight Declaration public float ChestAlignmentWeight { get; set; } Property Value Type Description Single LeftArmWeight Declaration public float LeftArmWeight { get; set; } Property Value Type Description Single LeftHandWeight Declaration public float LeftHandWeight { get; set; } Property Value Type Description Single LeftLegWeight Declaration public float LeftLegWeight { get; set; } Property Value Type Description Single LeftShoulderWeight Declaration public float LeftShoulderWeight { get; set; } Property Value Type Description Single LeftToesWeight Declaration public float LeftToesWeight { get; set; } Property Value Type Description Single RightArmWeight Declaration public float RightArmWeight { get; set; } Property Value Type Description Single RightHandWeight Declaration public float RightHandWeight { get; set; } Property Value Type Description Single RightLegWeight Declaration public float RightLegWeight { get; set; } Property Value Type Description Single RightShoulderWeight Declaration public float RightShoulderWeight { get; set; } Property Value Type Description Single RightToesWeight Declaration public float RightToesWeight { get; set; } Property Value Type Description Single SpineLowerAlignmentWeight Declaration public float SpineLowerAlignmentWeight { get; set; } Property Value Type Description Single SpineTranslationCorrectionTypeField Declaration public FullBodyDeformationData.SpineTranslationCorrectionType SpineTranslationCorrectionTypeField { get; set; } Property Value Type Description FullBodyDeformationData.SpineTranslationCorrectionType SpineUpperAlignmentWeight Declaration public float SpineUpperAlignmentWeight { get; set; } Property Value Type Description Single Methods AssignAnimator(Animator) Assign the Animator. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator The Animator component. AssignOVRCustomSkeleton(OVRCustomSkeleton) Assign the OVR Custom Skeleton. Declaration public void AssignOVRCustomSkeleton(OVRCustomSkeleton skeleton) Parameters Type Name Description OVRCustomSkeleton skeleton The OVRCustomSkeleton component. ClearTransformData() Clears all transform data stored. Declaration public void ClearTransformData() InitializeStartingScale() Computes initial starting scale. Declaration public void InitializeStartingScale() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration public bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. SetUpBonePairs() Sets up upper bone parts after all bones have been found. Declaration public void SetUpBonePairs() SetUpBoneTargets(Transform) Try to set up bone targets. Declaration public void SetUpBoneTargets(Transform setupParent) Parameters Type Name Description Transform setupParent SetUpHipsAndHeadBones() Sets up hips and head bones. Declaration public void SetUpHipsAndHeadBones() SetUpLeftArmData() Sets up left arm data. Declaration public void SetUpLeftArmData() SetUpLeftLegData() Sets up left leg data. Declaration public void SetUpLeftLegData() SetUpRightArmData() Sets up right arm data. Declaration public void SetUpRightArmData() SetUpRightLegData() Sets up right leg data. Declaration public void SetUpRightLegData() Explicit Interface Implementations IFullBodyDeformationData.AlignFeetWeightFloatProperty Declaration readonly string IFullBodyDeformationData.AlignFeetWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.BonePairs The position info for the bone pairs used for FullBodyDeformation. Declaration readonly BonePairData[] IFullBodyDeformationData.BonePairs { get; } Returns Type Description BonePairData [] IFullBodyDeformationData.ChestAlignmentWeightFloatProperty The chest alignment weight float property. Declaration readonly string IFullBodyDeformationData.ChestAlignmentWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.ConstraintAnimator The Animator component for the character. Declaration readonly Animator IFullBodyDeformationData.ConstraintAnimator { get; } Returns Type Description Animator IFullBodyDeformationData.ConstraintCustomSkeleton The OVRCustomSkeleton component for the character. Declaration readonly OVRCustomSkeleton IFullBodyDeformationData.ConstraintCustomSkeleton { get; } Returns Type Description OVRCustomSkeleton IFullBodyDeformationData.HipsToFootDistance The distance between the hips and foot bones. Declaration readonly float IFullBodyDeformationData.HipsToFootDistance { get; } Returns Type Description Single IFullBodyDeformationData.HipsToHeadBones The array of transforms from the hips to the head bones. Declaration readonly Transform[] IFullBodyDeformationData.HipsToHeadBones { get; } Returns Type Description Transform [] IFullBodyDeformationData.HipsToHeadBoneTargets The array of transform targets from the hips to the head bones. Declaration readonly Transform[] IFullBodyDeformationData.HipsToHeadBoneTargets { get; } Returns Type Description Transform [] IFullBodyDeformationData.HipsToHeadDistance The distance between the hips and head bones. Declaration readonly float IFullBodyDeformationData.HipsToHeadDistance { get; } Returns Type Description Single IFullBodyDeformationData.LeftArm The position info for the left arm. Declaration readonly ArmPosData IFullBodyDeformationData.LeftArm { get; } Returns Type Description ArmPosData IFullBodyDeformationData.LeftArmWeightFloatProperty The left arm weight float property. Declaration readonly string IFullBodyDeformationData.LeftArmWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.LeftHandWeightFloatProperty The left hand weight float property. Declaration readonly string IFullBodyDeformationData.LeftHandWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.LeftLeg The position info for the left leg. Declaration readonly LegPosData IFullBodyDeformationData.LeftLeg { get; } Returns Type Description LegPosData IFullBodyDeformationData.LeftLegWeightFloatProperty The left leg weight float property. Declaration readonly string IFullBodyDeformationData.LeftLegWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.LeftShoulderWeightFloatProperty The left shoulder weight float property. Declaration readonly string IFullBodyDeformationData.LeftShoulderWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.LeftToesWeightFloatProperty The left toes weight float property. Declaration readonly string IFullBodyDeformationData.LeftToesWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.RightArm The position info for the right arm. Declaration readonly ArmPosData IFullBodyDeformationData.RightArm { get; } Returns Type Description ArmPosData IFullBodyDeformationData.RightArmWeightFloatProperty The right arm weight float property. Declaration readonly string IFullBodyDeformationData.RightArmWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.RightHandWeightFloatProperty The right hand weight float property. Declaration readonly string IFullBodyDeformationData.RightHandWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.RightLeg The position info for the right leg. Declaration readonly LegPosData IFullBodyDeformationData.RightLeg { get; } Returns Type Description LegPosData IFullBodyDeformationData.RightLegWeightFloatProperty The right leg weight float property. Declaration readonly string IFullBodyDeformationData.RightLegWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.RightShoulderWeightFloatProperty The right shoulder weight float property. Declaration readonly string IFullBodyDeformationData.RightShoulderWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.RightToesWeightFloatProperty The right toes weight float property. Declaration readonly string IFullBodyDeformationData.RightToesWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.ShouldUpdate If true, update this job. Declaration bool IFullBodyDeformationData.ShouldUpdate { get; set; } Returns Type Description Boolean IFullBodyDeformationData.SpineCorrectionType The type of spine translation correction that should be applied. Declaration readonly int IFullBodyDeformationData.SpineCorrectionType { get; } Returns Type Description Int32 IFullBodyDeformationData.SpineCorrectionTypeIntProperty The spine correction type int property. Declaration readonly string IFullBodyDeformationData.SpineCorrectionTypeIntProperty { get; } Returns Type Description String IFullBodyDeformationData.SpineLowerAlignmentWeightFloatProperty The spine alignment weight float property. Declaration readonly string IFullBodyDeformationData.SpineLowerAlignmentWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.SpineUpperAlignmentWeightFloatProperty The spine upper alignment weight float property. Declaration readonly string IFullBodyDeformationData.SpineUpperAlignmentWeightFloatProperty { get; } Returns Type Description String IFullBodyDeformationData.StartingScale The starting scale of the character, taken from the animator transform. Declaration readonly Vector3 IFullBodyDeformationData.StartingScale { get; } Returns Type Description Vector3 Implements IFullBodyDeformationData" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationData.SpineTranslationCorrectionType.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationData.SpineTranslationCorrectionType.html", + "title": "Enum FullBodyDeformationData.SpineTranslationCorrectionType | Unity-Movement Documentation", + "keywords": "Enum FullBodyDeformationData.SpineTranslationCorrectionType The spine translation correction type. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public enum SpineTranslationCorrectionType Fields Name Description AccurateHead Accurately place the head bone when applying spine translation correction. AccurateHips Accurately place the hips bone when applying spine translation correction. AccurateHipsAndHead Accurately place the hips and head bone when applying spine translation correction. None No spine translation correction applied." + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJob.BoneAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJob.BoneAnimationData.html", + "title": "Struct FullBodyDeformationJob.BoneAnimationData | Unity-Movement Documentation", + "keywords": "Struct FullBodyDeformationJob.BoneAnimationData Bone animation data for the FullBodyDeformation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct BoneAnimationData Fields Distance The distance between the start and end bone transforms. Declaration public float Distance Field Value Type Description Single HeightProportion The proportion of this bone relative to the height. Declaration public float HeightProportion Field Value Type Description Single LimbProportion The proportion of this bone relative to its limb. Declaration public float LimbProportion Field Value Type Description Single" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJob.html", + "title": "Struct FullBodyDeformationJob | Unity-Movement Documentation", + "keywords": "Struct FullBodyDeformationJob The FullBodyDeformation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct FullBodyDeformationJob Fields AlignFeetWeight The weight for aligning the feet. Declaration public FloatProperty AlignFeetWeight Field Value Type Description FloatProperty BoneAnimData The array of bone animation data for the start and end bone pairs. Declaration public NativeArray BoneAnimData Field Value Type Description NativeArray < FullBodyDeformationJob.BoneAnimationData > BoneDirections The array of directions between the start and end bones. Declaration public NativeArray BoneDirections Field Value Type Description NativeArray < Vector3 > ChestAlignmentWeight The weight for the chest fixup. Declaration public FloatProperty ChestAlignmentWeight Field Value Type Description FloatProperty ChestIndex The chest index in the bone pair data. Declaration public int ChestIndex Field Value Type Description Int32 EndBones The array of end bones for FullBodyDeformation. Declaration public NativeArray EndBones Field Value Type Description NativeArray < ReadWriteTransformHandle > HeadBone The ReadWrite transform handle for the head bone. Declaration public ReadWriteTransformHandle HeadBone Field Value Type Description ReadWriteTransformHandle HeadIndex The head index in the bone pair data. Declaration public int HeadIndex Field Value Type Description Int32 HipsBone The ReadWrite transform handle for the hips bone. Declaration public ReadWriteTransformHandle HipsBone Field Value Type Description ReadWriteTransformHandle HipsIndex The hips index in the bone pair data. Declaration public int HipsIndex Field Value Type Description Int32 HipsToHeadBones The inclusive array of bones from the hips to the head. Declaration public NativeArray HipsToHeadBones Field Value Type Description NativeArray < ReadWriteTransformHandle > HipsToHeadBoneTargets The inclusive array of bone targets from the hips to the head. Declaration public NativeArray HipsToHeadBoneTargets Field Value Type Description NativeArray < ReadOnlyTransformHandle > LeftArmOffsetWeight The weight for the left arm offset. Declaration public FloatProperty LeftArmOffsetWeight Field Value Type Description FloatProperty LeftFootBone The ReadWrite transform handle for the left foot bone. Declaration public ReadWriteTransformHandle LeftFootBone Field Value Type Description ReadWriteTransformHandle LeftFootLocalRot The left foot local rotation. Declaration public Quaternion LeftFootLocalRot Field Value Type Description Quaternion LeftHandBone The ReadWrite transform handle for the left hand bone. Declaration public ReadWriteTransformHandle LeftHandBone Field Value Type Description ReadWriteTransformHandle LeftHandOffsetWeight The weight for the left hand offset. Declaration public FloatProperty LeftHandOffsetWeight Field Value Type Description FloatProperty LeftLegOffsetWeight The weight for the left leg offset. Declaration public FloatProperty LeftLegOffsetWeight Field Value Type Description FloatProperty LeftLowerArmBone The ReadWrite transform handle for the left lower arm bone. Declaration public ReadWriteTransformHandle LeftLowerArmBone Field Value Type Description ReadWriteTransformHandle LeftLowerLegBone The ReadWrite transform handle for the left lower leg bone. Declaration public ReadWriteTransformHandle LeftLowerLegBone Field Value Type Description ReadWriteTransformHandle LeftShoulderBone The ReadWrite transform handle for the left shoulder bone. Declaration public ReadWriteTransformHandle LeftShoulderBone Field Value Type Description ReadWriteTransformHandle LeftShoulderOffsetWeight The weight of the left shoulder offset. Declaration public FloatProperty LeftShoulderOffsetWeight Field Value Type Description FloatProperty LeftShoulderOriginalLocalPos The local position of the left shoulder. Declaration public Vector3 LeftShoulderOriginalLocalPos Field Value Type Description Vector3 LeftToesBone The ReadWrite transform handle for the left toes bone. Declaration public ReadWriteTransformHandle LeftToesBone Field Value Type Description ReadWriteTransformHandle LeftToesOffsetWeight The weight for the left toe. Declaration public FloatProperty LeftToesOffsetWeight Field Value Type Description FloatProperty LeftToesOriginalLocalPos The local position of the left toes. Declaration public Vector3 LeftToesOriginalLocalPos Field Value Type Description Vector3 LeftUpperArmBone The ReadWrite transform handle for the left upper arm bone. Declaration public ReadWriteTransformHandle LeftUpperArmBone Field Value Type Description ReadWriteTransformHandle LeftUpperLegBone The ReadWrite transform handle for the left upper leg bone. Declaration public ReadWriteTransformHandle LeftUpperLegBone Field Value Type Description ReadWriteTransformHandle RightArmOffsetWeight The weight for the right arm offset. Declaration public FloatProperty RightArmOffsetWeight Field Value Type Description FloatProperty RightFootBone The ReadWrite transform handle for the right foot bone. Declaration public ReadWriteTransformHandle RightFootBone Field Value Type Description ReadWriteTransformHandle RightFootLocalRot The right foot local rotation. Declaration public Quaternion RightFootLocalRot Field Value Type Description Quaternion RightHandBone The ReadWrite transform handle for the right hand bone. Declaration public ReadWriteTransformHandle RightHandBone Field Value Type Description ReadWriteTransformHandle RightHandOffsetWeight The weight for the right hand offset. Declaration public FloatProperty RightHandOffsetWeight Field Value Type Description FloatProperty RightLegOffsetWeight The weight for the right leg offset. Declaration public FloatProperty RightLegOffsetWeight Field Value Type Description FloatProperty RightLowerArmBone The ReadWrite transform handle for the right lower arm bone. Declaration public ReadWriteTransformHandle RightLowerArmBone Field Value Type Description ReadWriteTransformHandle RightLowerLegBone The ReadWrite transform handle for the right lower leg bone. Declaration public ReadWriteTransformHandle RightLowerLegBone Field Value Type Description ReadWriteTransformHandle RightShoulderBone The ReadWrite transform handle for the right shoulder bone. Declaration public ReadWriteTransformHandle RightShoulderBone Field Value Type Description ReadWriteTransformHandle RightShoulderOffsetWeight The weight of the right shoulder offset. Declaration public FloatProperty RightShoulderOffsetWeight Field Value Type Description FloatProperty RightShoulderOriginalLocalPos The local position of the right shoulder. Declaration public Vector3 RightShoulderOriginalLocalPos Field Value Type Description Vector3 RightToesBone The ReadWrite transform handle for the right toes bone. Declaration public ReadWriteTransformHandle RightToesBone Field Value Type Description ReadWriteTransformHandle RightToesOffsetWeight The weight for the right toe. Declaration public FloatProperty RightToesOffsetWeight Field Value Type Description FloatProperty RightToesOriginalLocalPos The local position of the right toes. Declaration public Vector3 RightToesOriginalLocalPos Field Value Type Description Vector3 RightUpperArmBone The ReadWrite transform handle for the right upper arm bone. Declaration public ReadWriteTransformHandle RightUpperArmBone Field Value Type Description ReadWriteTransformHandle RightUpperLegBone The ReadWrite transform handle for the right upper leg bone. Declaration public ReadWriteTransformHandle RightUpperLegBone Field Value Type Description ReadWriteTransformHandle ScaleFactor The array containing 1 element for the current scale ratio. Declaration public NativeArray ScaleFactor Field Value Type Description NativeArray < Vector3 > SpineCorrectionType The spine correction type. Declaration public IntProperty SpineCorrectionType Field Value Type Description IntProperty SpineLowerAlignmentWeight The weight for the spine lower fixup. Declaration public FloatProperty SpineLowerAlignmentWeight Field Value Type Description FloatProperty SpineLowerIndex The spine index in the bone pair data. Declaration public int SpineLowerIndex Field Value Type Description Int32 SpineUpperAlignmentWeight The weight for the spine upper fixup. Declaration public FloatProperty SpineUpperAlignmentWeight Field Value Type Description FloatProperty SpineUpperIndex The spine upper index in the bone pair data. Declaration public int SpineUpperIndex Field Value Type Description Int32 StartBones The array of start bones for FullBodyDeformation. Declaration public NativeArray StartBones Field Value Type Description NativeArray < ReadWriteTransformHandle > UpperBodyOffsets The array of upper body offsets. Declaration public NativeArray UpperBodyOffsets Field Value Type Description NativeArray < Vector3 > UpperBodyTargetPositions The array of upper body target positions. Declaration public NativeArray UpperBodyTargetPositions Field Value Type Description NativeArray < Vector3 > Properties jobWeight Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream ProcessRootMotion(AnimationStream) Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyDeformationJobBinder-1.html", + "title": "Class FullBodyDeformationJobBinder | Unity-Movement Documentation", + "keywords": "Class FullBodyDeformationJobBinder The FullBodyDeformation job binder. Inheritance Object FullBodyDeformationJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class FullBodyDeformationJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IFullBodyDeformationData Type Parameters Name Description T The constraint data type Methods Create(Animator, ref T, Component) Declaration public override FullBodyDeformationJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description FullBodyDeformationJob Destroy(FullBodyDeformationJob) Declaration public override void Destroy(FullBodyDeformationJob job) Parameters Type Name Description FullBodyDeformationJob job Update(FullBodyDeformationJob, ref T) Declaration public override void Update(FullBodyDeformationJob job, ref T data) Parameters Type Name Description FullBodyDeformationJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.FingerInfo.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.FingerInfo.html", + "title": "Class FullBodyHandDeformation.FingerInfo | Unity-Movement Documentation", + "keywords": "Class FullBodyHandDeformation.FingerInfo Finger class used for deformation. Inheritance Object FullBodyHandDeformation.FingerInfo Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class FingerInfo Constructors FingerInfo(Transform, Transform, OVRHumanBodyBonesMappings.FullBodyTrackingBoneId, OVRHumanBodyBonesMappings.FullBodyTrackingBoneId) Main constructor. Declaration public FingerInfo(Transform startTransform, Transform endTransform, OVRHumanBodyBonesMappings.FullBodyTrackingBoneId startBoneId, OVRHumanBodyBonesMappings.FullBodyTrackingBoneId endBoneId) Parameters Type Name Description Transform startTransform Start transform for finger. Transform endTransform End transform for finger. OVRHumanBodyBonesMappings.FullBodyTrackingBoneId startBoneId Id of start bone. OVRHumanBodyBonesMappings.FullBodyTrackingBoneId endBoneId Id of end bone. Fields Distance Original distance for bone. Declaration public float Distance Field Value Type Description Single EndBoneId The end transform bone id. Declaration public OVRHumanBodyBonesMappings.FullBodyTrackingBoneId EndBoneId Field Value Type Description OVRHumanBodyBonesMappings.FullBodyTrackingBoneId EndBoneTransform The end bone transform. Declaration public Transform EndBoneTransform Field Value Type Description Transform EndPosOffset The position offset based on local space to apply. Declaration public Vector3 EndPosOffset Field Value Type Description Vector3 EndRotOffset The rotation offset to apply. Declaration public Quaternion EndRotOffset Field Value Type Description Quaternion StartBoneId The start transform bone id. Declaration public OVRHumanBodyBonesMappings.FullBodyTrackingBoneId StartBoneId Field Value Type Description OVRHumanBodyBonesMappings.FullBodyTrackingBoneId StartBoneTransform The start bone transform. Declaration public Transform StartBoneTransform Field Value Type Description Transform Methods UpdateBonePosition(Vector3) Updates the end bone transform position with the direction and distance added to the start bone transform position. Declaration public void UpdateBonePosition(Vector3 scaleFactor) Parameters Type Name Description Vector3 scaleFactor The scale to be applied. UpdateDirection() Updates the direction from the start to the end bone transform. Declaration public void UpdateDirection() UpdateDistance() Updates the distance between the start and end bone transforms. Declaration public void UpdateDistance() UpdateRotationBasedOnOffset() Update rotation based on offset relative to bind pose. Declaration public void UpdateRotationBasedOnOffset()" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.FingerOffset.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.FingerOffset.html", + "title": "Class FullBodyHandDeformation.FingerOffset | Unity-Movement Documentation", + "keywords": "Class FullBodyHandDeformation.FingerOffset Finger offset class used for deformation. Inheritance Object FullBodyHandDeformation.FingerOffset Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class FingerOffset Fields Finger Optional finger bone. Declaration public Transform Finger Field Value Type Description Transform FingerId The id of the finger to apply the offset to. Declaration public OVRHumanBodyBonesMappings.FullBodyTrackingBoneId FingerId Field Value Type Description OVRHumanBodyBonesMappings.FullBodyTrackingBoneId FingerPosOffset The finger position offset. Declaration public Vector3 FingerPosOffset Field Value Type Description Vector3 FingerRotOffset The finger rotation offset. Declaration public Vector3 FingerRotOffset Field Value Type Description Vector3" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.html", + "title": "Class FullBodyHandDeformation | Unity-Movement Documentation", + "keywords": "Class FullBodyHandDeformation Used to try to maintain the same proportions in the fingers for both hands. Copied from HandDeformation, but using the full body bone set. Inheritance Object FullBodyHandDeformation Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class FullBodyHandDeformation : MonoBehaviour Fields _animator The character's animator. Declaration protected Animator _animator Field Value Type Description Animator _calculateFingerData If finger data has been calculated or not. Declaration protected bool _calculateFingerData Field Value Type Description Boolean _copyFingerOffsetsInUpdate If true, copy the finger offsets data into FingerInfo during every update. Declaration protected bool _copyFingerOffsetsInUpdate Field Value Type Description Boolean _fingerOffsets The array of finger offsets to be applied. Declaration protected FullBodyHandDeformation.FingerOffset[] _fingerOffsets Field Value Type Description FullBodyHandDeformation.FingerOffset [] _fingers All finger joints. Declaration protected FullBodyHandDeformation.FingerInfo[] _fingers Field Value Type Description FullBodyHandDeformation.FingerInfo [] _interpolatedFingers Possible metacarpal bones. Declaration protected FullBodyHandDeformation.InterpolateFinger[] _interpolatedFingers Field Value Type Description FullBodyHandDeformation.InterpolateFinger [] _leftHand The character's left hand bone. Declaration protected Transform _leftHand Field Value Type Description Transform _rightHand The character's right hand bone. Declaration protected Transform _rightHand Field Value Type Description Transform _skeleton The source skeleton. Declaration protected OVRSkeleton _skeleton Field Value Type Description OVRSkeleton Properties AnimatorComp The character's animator. Declaration public Animator AnimatorComp { get; set; } Property Value Type Description Animator CopyFingerOffsetsInUpdate If true, copy the finger offsets data into FingerInfo during every update. Declaration public bool CopyFingerOffsetsInUpdate { get; set; } Property Value Type Description Boolean FingerOffsets The array of finger offsets to be applied. Declaration public FullBodyHandDeformation.FingerOffset[] FingerOffsets { get; set; } Property Value Type Description FullBodyHandDeformation.FingerOffset [] Fingers All finger joints. Declaration public FullBodyHandDeformation.FingerInfo[] Fingers { get; set; } Property Value Type Description FullBodyHandDeformation.FingerInfo [] InterpolatedFingers Possible metacarpal bones. Declaration public FullBodyHandDeformation.InterpolateFinger[] InterpolatedFingers { get; set; } Property Value Type Description FullBodyHandDeformation.InterpolateFinger [] LeftHand The character's left hand bone. Declaration public Transform LeftHand { get; set; } Property Value Type Description Transform RightHand The character's right hand bone. Declaration public Transform RightHand { get; set; } Property Value Type Description Transform Skeleton The source skeleton. Declaration public OVRSkeleton Skeleton { get; set; } Property Value Type Description OVRSkeleton Methods Awake() Initialize the finger offsets. Declaration protected void Awake() CalculateFingerData() Calculates all finger data necessary for deformation. Declaration public void CalculateFingerData() LateUpdate() Apply the finger offsets. Declaration protected void LateUpdate()" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.InterpolateFinger.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyHandDeformation.InterpolateFinger.html", + "title": "Class FullBodyHandDeformation.InterpolateFinger | Unity-Movement Documentation", + "keywords": "Class FullBodyHandDeformation.InterpolateFinger If a finger bone isn't mapped, interpolate the finger bone between two fingers. Inheritance Object FullBodyHandDeformation.InterpolateFinger Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class InterpolateFinger Fields Distance Distance between start and target fingers transforms. Declaration public float Distance Field Value Type Description Single EndFinger End of finger. Declaration public Transform EndFinger Field Value Type Description Transform StartFinger Start of finger. Declaration public Transform StartFinger Field Value Type Description Transform TargetFinger Target finger to influence. Declaration public Transform TargetFinger Field Value Type Description Transform Methods UpdateDistance() Update distance between start finger and update finger. Declaration public void UpdateDistance() UpdateTargetFinger() Declaration public void UpdateTargetFinger()" + }, + "api/Oculus.Movement.AnimationRigging.FullBodyRetargetedBoneTargets.html": { + "href": "api/Oculus.Movement.AnimationRigging.FullBodyRetargetedBoneTargets.html", + "title": "Class FullBodyRetargetedBoneTargets | Unity-Movement Documentation", + "keywords": "Class FullBodyRetargetedBoneTargets Similar to RetargetedBoneTargets but applied to full body. Inheritance Object RetargetedBoneTargets FullBodyRetargetedBoneTargets Implements IOVRSkeletonProcessor Inherited Members RetargetedBoneTargets.EnableSkeletonProcessing RetargetedBoneTargets.SkeletonProcessorLabel RetargetedBoneTargets._autoAddTo RetargetedBoneTargets.AutoAddTo RetargetedBoneTargets._retargetedBoneTargets RetargetedBoneTargets.RetargetedBoneTargetsArray RetargetedBoneTargets.ProcessSkeleton(OVRSkeleton) Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class FullBodyRetargetedBoneTargets : RetargetedBoneTargets, IOVRSkeletonProcessor Properties AutoAdd Component to auto-add to. Declaration public UnityEngine.Object AutoAdd { get; set; } Property Value Type Description UnityEngine.Object RetargetedBoneTargets Accessor to base class. Declaration public RetargetedBoneTargets.RetargetedBoneTarget[] RetargetedBoneTargets { get; set; } Property Value Type Description RetargetedBoneTargets.RetargetedBoneTarget [] Methods Awake() Declaration protected override void Awake() Overrides RetargetedBoneTargets.Awake() Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.GroundingConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.GroundingConstraint.html", + "title": "Class GroundingConstraint | Unity-Movement Documentation", + "keywords": "Class GroundingConstraint Grounding constraint. Inheritance Object GroundingConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class GroundingConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.GroundingConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.GroundingConstraintEditor.html", + "title": "Class GroundingConstraintEditor | Unity-Movement Documentation", + "keywords": "Class GroundingConstraintEditor Custom editor for the twist distribution constraint. Inheritance Object GroundingConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class GroundingConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.GroundingData.html": { + "href": "api/Oculus.Movement.AnimationRigging.GroundingData.html", + "title": "Struct GroundingData | Unity-Movement Documentation", + "keywords": "Struct GroundingData Grounding data used by grounding job. TODO: allow for case where rig can be enabled, this means sync transform arrays must not be null by default Implements IGroundingData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct GroundingData : IGroundingData Properties ComputedOffsets Declaration public readonly bool ComputedOffsets { get; } Property Value Type Description Boolean Methods AssignAnimator(Animator) Assign the Animator component. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator The Animator to be assigned. AssignHips(Transform) Assign the hips transform. Declaration public void AssignHips(Transform hipsTransform) Parameters Type Name Description Transform hipsTransform The hips transform to be assigned. AssignOVRSkeleton(OVRCustomSkeleton) Assign the OVR Skeleton component. Declaration public void AssignOVRSkeleton(OVRCustomSkeleton skeleton) Parameters Type Name Description OVRCustomSkeleton skeleton The OVRSkeleton to be assigned. ComputeOffsets() Computes offsets necessary for initialization. Declaration public void ComputeOffsets() FinishedMoving() Returns true if the move progress is lower than the threshold move progress. Declaration public bool FinishedMoving() Returns Type Description Boolean True if the joint has finished moving. GenerateThresholdMoveProgress() Generates a new value for the threshold move progress. Declaration public void GenerateThresholdMoveProgress() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration public bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. IsValid() Returns true if valid. Declaration public bool IsValid() Returns Type Description Boolean SetDefaultValues() Set default values. Declaration public void SetDefaultValues() Explicit Interface Implementations IGroundingData.ConstraintAnimator The Animator component for the character. Declaration readonly Animator IGroundingData.ConstraintAnimator { get; } Returns Type Description Animator IGroundingData.ConstraintSkeleton The original skeleton for the character. Declaration readonly OVRCustomSkeleton IGroundingData.ConstraintSkeleton { get; } Returns Type Description OVRCustomSkeleton IGroundingData.FootRotationOffset The initial rotation offset for the feet. Declaration readonly Vector3 IGroundingData.FootRotationOffset { get; } Returns Type Description Vector3 IGroundingData.FootTarget The foot target for the leg. Declaration readonly Transform IGroundingData.FootTarget { get; } Returns Type Description Transform IGroundingData.GroundLayers The layers that the raycast will check against for grounding. Declaration readonly LayerMask IGroundingData.GroundLayers { get; } Returns Type Description LayerMask IGroundingData.GroundOffset The height offset from the grounded floor to be applied to the foot. Declaration readonly float IGroundingData.GroundOffset { get; } Returns Type Description Single IGroundingData.GroundRaycastDist The maximum distance that the raycast will go when checking for grounding. Declaration readonly float IGroundingData.GroundRaycastDist { get; } Returns Type Description Single IGroundingData.GroundRaycastHit The ground raycast hit. Declaration RaycastHit IGroundingData.GroundRaycastHit { get; set; } Returns Type Description RaycastHit IGroundingData.Hips The hips transform. Declaration readonly Transform IGroundingData.Hips { get; } Returns Type Description Transform IGroundingData.HipsTarget The hips target transform. Declaration readonly Transform IGroundingData.HipsTarget { get; } Returns Type Description Transform IGroundingData.KneeTarget The knee target for the leg. Declaration readonly Transform IGroundingData.KneeTarget { get; } Returns Type Description Transform IGroundingData.Leg The leg upper transform. Declaration readonly Transform IGroundingData.Leg { get; } Returns Type Description Transform IGroundingData.LegPosOffset The initial position offset for the leg. Declaration readonly Vector3 IGroundingData.LegPosOffset { get; } Returns Type Description Vector3 IGroundingData.LegRotOffset The initial rotation offset for the leg. Declaration readonly Quaternion IGroundingData.LegRotOffset { get; } Returns Type Description Quaternion IGroundingData.Pair Optional. The other leg's grounding constraint, used to check if this leg can move. Declaration readonly GroundingData IGroundingData.Pair { get; } Returns Type Description GroundingData IGroundingData.PreviousKneePos The previous knee position. Declaration Vector3 IGroundingData.PreviousKneePos { get; set; } Returns Type Description Vector3 IGroundingData.Progress The amount of move progress. Declaration float IGroundingData.Progress { set; } Returns Type Description Single IGroundingData.ShouldUpdate If true, update this job. Declaration bool IGroundingData.ShouldUpdate { get; set; } Returns Type Description Boolean IGroundingData.StepCurve The animation curve for evaluating the step height value. Declaration readonly AnimationCurve IGroundingData.StepCurve { get; } Returns Type Description AnimationCurve IGroundingData.StepDist The distance before the step is triggered. Declaration readonly float IGroundingData.StepDist { get; } Returns Type Description Single IGroundingData.StepHeight The height of the step taken. Declaration readonly float IGroundingData.StepHeight { get; } Returns Type Description Single IGroundingData.StepHeightScaleDist The maximum distance for the step height to not be scaled. Declaration readonly float IGroundingData.StepHeightScaleDist { get; } Returns Type Description Single IGroundingData.StepSpeed The speed of the step for the foot. Declaration readonly float IGroundingData.StepSpeed { get; } Returns Type Description Single Implements IGroundingData" + }, + "api/Oculus.Movement.AnimationRigging.GroundingJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.GroundingJob.html", + "title": "Struct GroundingJob | Unity-Movement Documentation", + "keywords": "Struct GroundingJob The Grounding job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct GroundingJob Fields DeltaTime The array containing 1 element for the current delta time. Declaration public NativeArray DeltaTime Field Value Type Description NativeArray < Single > FootRotationOffset Declaration public Quaternion FootRotationOffset Field Value Type Description Quaternion FootTarget The foot target transform. Declaration public ReadWriteTransformHandle FootTarget Field Value Type Description ReadWriteTransformHandle Hips The hips transform. Declaration public ReadOnlyTransformHandle Hips Field Value Type Description ReadOnlyTransformHandle HipsTarget The hips target transform. Declaration public ReadOnlyTransformHandle HipsTarget Field Value Type Description ReadOnlyTransformHandle IsGrounding The array containing 1 element if the foot should be grounded. Declaration public NativeArray IsGrounding Field Value Type Description NativeArray < Boolean > IsMovable The array containing 1 element if the foot should be moving. Declaration public NativeArray IsMovable Field Value Type Description NativeArray < Boolean > KneeTarget The knee target transform. Declaration public ReadOnlyTransformHandle KneeTarget Field Value Type Description ReadOnlyTransformHandle Leg The leg transform. Declaration public ReadWriteTransformHandle Leg Field Value Type Description ReadWriteTransformHandle LegPosOffset The leg position offset from the parent. Declaration public Vector3 LegPosOffset Field Value Type Description Vector3 LegRotOffset The leg rotation offset from the parent. Declaration public Quaternion LegRotOffset Field Value Type Description Quaternion MoveProgress The array containing 1 element for the current move progress. Declaration public NativeArray MoveProgress Field Value Type Description NativeArray < Single > StepHeight Declaration public float StepHeight Field Value Type Description Single StepHeightScaleDist Declaration public float StepHeightScaleDist Field Value Type Description Single StepProgress The array containing 1 element for the current step progress. Declaration public NativeArray StepProgress Field Value Type Description NativeArray < Single > TargetFootPos The array containing 1 element for the target position for the foot. Declaration public NativeArray TargetFootPos Field Value Type Description NativeArray < Vector3 > Properties jobWeight Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream ProcessRootMotion(AnimationStream) Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream" + }, + "api/Oculus.Movement.AnimationRigging.GroundingJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.GroundingJobBinder-1.html", + "title": "Class GroundingJobBinder | Unity-Movement Documentation", + "keywords": "Class GroundingJobBinder The job binder for GroundingJob . Inheritance Object GroundingJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class GroundingJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IGroundingData Type Parameters Name Description T The constraint data type, should be GroundingJob . Methods Create(Animator, ref T, Component) Declaration public override GroundingJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description GroundingJob Destroy(GroundingJob) Declaration public override void Destroy(GroundingJob job) Parameters Type Name Description GroundingJob job Update(GroundingJob, ref T) Declaration public override void Update(GroundingJob job, ref T data) Parameters Type Name Description GroundingJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.HipPinningConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningConstraint.html", + "title": "Class HipPinningConstraint | Unity-Movement Documentation", + "keywords": "Class HipPinningConstraint Hip Pinning constraint. Inheritance Object HipPinningConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class HipPinningConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.HipPinningConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningConstraintEditor.html", + "title": "Class HipPinningConstraintEditor | Unity-Movement Documentation", + "keywords": "Class HipPinningConstraintEditor Custom editor for the hip pinning constraint. Inheritance Object HipPinningConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class HipPinningConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.HipPinningConstraintTarget.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningConstraintTarget.html", + "title": "Class HipPinningConstraintTarget | Unity-Movement Documentation", + "keywords": "Class HipPinningConstraintTarget Specifies a target to be used for hip pinning. Inheritance Object HipPinningConstraintTarget Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class HipPinningConstraintTarget : MonoBehaviour Fields _chairCylinder The chair's cylinder transform. Declaration protected Transform _chairCylinder Field Value Type Description Transform _chairCylinderScaleMultiplier The chair's cylinder scale multiplier. Declaration protected float _chairCylinderScaleMultiplier Field Value Type Description Single _chairObject The game object containing the renderers for this hip pinning target. Declaration protected GameObject _chairObject Field Value Type Description GameObject _chairSeat The chair's seat transform. Declaration protected Transform _chairSeat Field Value Type Description Transform _hipTargetTransform The transform that the character's hip is positionally constrained to. Declaration protected Transform _hipTargetTransform Field Value Type Description Transform Properties ChairObject The game object containing the renderers for this hip pinning target. Declaration public GameObject ChairObject { get; } Property Value Type Description GameObject ChairSeatTransform The chair's seat transform. Declaration public Transform ChairSeatTransform { get; } Property Value Type Description Transform HipTargetInitialRotationOffset Returns the initial local rotation offset of the hips target. Declaration public Quaternion HipTargetInitialRotationOffset { get; } Property Value Type Description Quaternion HipTargetTransform The transform that the character's hip is positionally constrained to. Declaration public Transform HipTargetTransform { get; } Property Value Type Description Transform Methods UpdateHeight(Single) Update the height of the object that the hips will be constrained to. Declaration public void UpdateHeight(float heightAdjustment) Parameters Type Name Description Single heightAdjustment The height that this object will be adjusted to match." + }, + "api/Oculus.Movement.AnimationRigging.HipPinningData.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningData.html", + "title": "Struct HipPinningData | Unity-Movement Documentation", + "keywords": "Struct HipPinningData Hip Pinning data used by the hip pinning job. Implements the hip pinning data interface. Implements IHipPinningData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct HipPinningData : IHipPinningData Properties IsFirstFrame If true, this is the first frame that the newly created job is running on. Declaration public bool IsFirstFrame { get; set; } Property Value Type Description Boolean ObtainedProperReferences Indicates if the constraint has been set up or not. Declaration public readonly bool ObtainedProperReferences { get; } Property Value Type Description Boolean Methods AssignAnimator(Animator) Assign the animator component. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator The animator component to assign. AssignClosestHipPinningTarget(Vector3) Find and assign the closest hip pinning target to be the current hip pinning target. Declaration public void AssignClosestHipPinningTarget(Vector3 position) Parameters Type Name Description Vector3 position The position to check against. AssignOVRSkeleton(OVRCustomSkeleton) Assign the OVR Skeleton. Declaration public void AssignOVRSkeleton(OVRCustomSkeleton skeleton) Parameters Type Name Description OVRCustomSkeleton skeleton The OVRSkeleton CalibrateInitialHipHeight(Vector3) Calibrates the height of the hip pinning target to match the character's height. Declaration public void CalibrateInitialHipHeight(Vector3 position) Parameters Type Name Description Vector3 position The position of the character's hips. ClearSetupReferences() Resets all references. Declaration public void ClearSetupReferences() EnterHipPinningArea(HipPinningConstraintTarget) Event when the user enters a hip pinning area. Declaration public void EnterHipPinningArea(HipPinningConstraintTarget target) Parameters Type Name Description HipPinningConstraintTarget target ExitHipPinningArea(HipPinningConstraintTarget) Event when the user leaves a hip pinning area. Declaration public void ExitHipPinningArea(HipPinningConstraintTarget target) Parameters Type Name Description HipPinningConstraintTarget target GetHipTransform() Returns hip transform. Declaration public Transform GetHipTransform() Returns Type Description Transform Transform of the hip. GetIndexOfFirstBoneAboveHips() Retrieves index of bone above hips. Declaration public int GetIndexOfFirstBoneAboveHips() Returns Type Description Int32 Index of bone above hips. IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration public bool IsBoneTransformsDataValid() Returns Type Description Boolean True if so, false if not. SetUp() Run set-up if necessary. This is necessary for OVRCustomSkeleton-based characters, since the bones are re-parented at runtime and they need to be re-queried. Declaration public void SetUp() SetUpBoneReferences() Sets up bone references to the character. Declaration public void SetUpBoneReferences() Events OnEnterHipPinningArea Called when the user enters a hip pinning area. Declaration public event Action OnEnterHipPinningArea Event Type Type Description Action < HipPinningConstraintTarget > OnExitHipPinningArea Called when the user leaves a hip pinning area. Declaration public event Action OnExitHipPinningArea Event Type Type Description Action < HipPinningConstraintTarget > Explicit Interface Implementations IHipPinningData.AnimatorComponent Animator component. Declaration readonly Animator IHipPinningData.AnimatorComponent { get; } Returns Type Description Animator IHipPinningData.Bones The bones that compose the skeleton. Declaration readonly Transform[] IHipPinningData.Bones { get; } Returns Type Description Transform [] IHipPinningData.CalibratedHipPos The calibrated hip position. Declaration readonly Vector3 IHipPinningData.CalibratedHipPos { get; } Returns Type Description Vector3 IHipPinningData.ConstraintSkeleton The OVR Skeleton component. Declaration readonly OVRCustomSkeleton IHipPinningData.ConstraintSkeleton { get; } Returns Type Description OVRCustomSkeleton IHipPinningData.CurrentHipPinningTarget Returns the current hip pinning target. Declaration readonly HipPinningConstraintTarget IHipPinningData.CurrentHipPinningTarget { get; } Returns Type Description HipPinningConstraintTarget IHipPinningData.HasCalibrated Has run calibration or not. Declaration readonly bool IHipPinningData.HasCalibrated { get; } Returns Type Description Boolean IHipPinningData.HipPinningLeave If true, hip pinning will be disabled when the character leaves a certain range. Declaration readonly bool IHipPinningData.HipPinningLeave { get; } Returns Type Description Boolean IHipPinningData.HipPinningLeaveRange The range from the hip pinning target before hip pinning is disabled. Declaration readonly float IHipPinningData.HipPinningLeaveRange { get; } Returns Type Description Single IHipPinningData.HipPinningTargets The array of available hip pinning targets. Declaration readonly HipPinningConstraintTarget[] IHipPinningData.HipPinningTargets { get; } Returns Type Description HipPinningConstraintTarget [] IHipPinningData.InitialHipLocalRotation The initial hip local rotation. Declaration readonly Quaternion IHipPinningData.InitialHipLocalRotation { get; } Returns Type Description Quaternion IHipPinningData.Root The root bone of this transform. Declaration readonly Transform IHipPinningData.Root { get; } Returns Type Description Transform IHipPinningData.ShouldUpdate If true, update this job. Declaration bool IHipPinningData.ShouldUpdate { get; set; } Returns Type Description Boolean Implements IHipPinningData" + }, + "api/Oculus.Movement.AnimationRigging.HipPinningJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningJob.html", + "title": "Struct HipPinningJob | Unity-Movement Documentation", + "keywords": "Struct HipPinningJob The Hip Pinning job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct HipPinningJob Fields Bones The array of all bones on the skeleton. Declaration public NativeArray Bones Field Value Type Description NativeArray < ReadWriteTransformHandle > DeltaTime The array containing 1 element for the current delta time. Declaration public NativeArray DeltaTime Field Value Type Description NativeArray < Single > Hips The hips bone Declaration public ReadWriteTransformHandle Hips Field Value Type Description ReadWriteTransformHandle TargetHipPos The target position for the hips. Declaration public NativeArray TargetHipPos Field Value Type Description NativeArray < Vector3 > ValidSkeletalData If true, update the bone positions as there is a valid skeleton. Declaration public bool ValidSkeletalData Field Value Type Description Boolean Properties jobWeight Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream ProcessRootMotion(AnimationStream) Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream" + }, + "api/Oculus.Movement.AnimationRigging.HipPinningJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.HipPinningJobBinder-1.html", + "title": "Class HipPinningJobBinder | Unity-Movement Documentation", + "keywords": "Class HipPinningJobBinder The Hip Pinning job binder. Inheritance Object HipPinningJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class HipPinningJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IHipPinningData Type Parameters Name Description T The constraint data type Methods Create(Animator, ref T, Component) Declaration public override HipPinningJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description HipPinningJob Destroy(HipPinningJob) Declaration public override void Destroy(HipPinningJob job) Parameters Type Name Description HipPinningJob job Update(HipPinningJob, ref T) Declaration public override void Update(HipPinningJob job, ref T data) Parameters Type Name Description HipPinningJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.html": { + "href": "api/Oculus.Movement.AnimationRigging.html", + "title": "Namespace Oculus.Movement.AnimationRigging | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement.AnimationRigging Classes AnimationRigSetup Enables the animation rig components once the has initialized. This is required because we need to build the animation rig with the updated hierarchy after the rearranges the bone hierarchy. AnimationUtilities Provides convenient algorithms to assist with animation rigging work. AvatarMaskExtensionMethods BlendHandConstraints Allows disabling TwoBoneIK constraints when the hands move far away, which would mitigate issues with the elbows looking incorrect when the hands are away. While the hands will look more accurate when further away, that might be ok because they are far from the body. BlendHandConstraintsFullBody Allows disabling TwoBoneIK constraints when the hands move far away, which would mitigate issues with the elbows looking incorrect when the hands are away. While the hands will look more accurate when further away, that might be ok because they are far from the body. BoneMappingsExtension Contains extra mappins not yet available in the SDK. CaptureAnimationConstraint Capture animation constraint. Captures the current animator's reference pose and current pose, to be used to blend animation playback and tracking in another animation job. CaptureAnimationConstraintEditor Custom editor for the capture animation constraint. CaptureAnimationData.PoseBone The bone information for a bone in a pose. CaptureAnimationJobBinder The capture animation job binder. CopyPoseConstraint The CopyPose constraint, used to copy the current humanoid animator pose information to be used when correcting positions in RetargetingLayer. CopyPoseJobBinder The CopyPose job binder. DeformationCommon Data types common to all deformation classes. DeformationConstraint Deformation constraint. DeformationConstraintEditor Custom editor for the deformation constraint. DeformationJobBinder The deformation job binder. FullBodyDeformationConstraint FullBodyDeformation constraint. FullBodyDeformationJobBinder The FullBodyDeformation job binder. FullBodyHandDeformation Used to try to maintain the same proportions in the fingers for both hands. Copied from HandDeformation, but using the full body bone set. FullBodyHandDeformation.FingerInfo Finger class used for deformation. FullBodyHandDeformation.FingerOffset Finger offset class used for deformation. FullBodyHandDeformation.InterpolateFinger If a finger bone isn't mapped, interpolate the finger bone between two fingers. FullBodyRetargetedBoneTargets Similar to RetargetedBoneTargets but applied to full body. GroundingConstraint Grounding constraint. GroundingConstraintEditor Custom editor for the twist distribution constraint. GroundingJobBinder The job binder for GroundingJob . HipPinningConstraint Hip Pinning constraint. HipPinningConstraintEditor Custom editor for the hip pinning constraint. HipPinningConstraintTarget Specifies a target to be used for hip pinning. HipPinningJobBinder The Hip Pinning job binder. PlaybackAnimationConstraint Playback animation constraint. Uses captured animation data to playback the current animator pose additively or override. PlaybackAnimationJobBinder The playback animation job binder. PositionalJointConstraint Mimics Position Constraint and can be run manually. RetargetedBoneTargets Update target transforms with retargeted bone data. RetargetedBoneTargets.RetargetedBoneTarget A retargeted bone target. RetargetingAnimationConstraint Retargeting constraint. Keep game object disabled until RegenerateData is called. RetargetingAnimationConstraintEditor Custom editor for RetargetingAnimationConstraint . RetargetingAnimationJobBinder The retargeting animation job binder. RetargetingLayer Retargeting class that inherits from OVRUnityHumanoidSkeletonRetargeter and provides functions that work with animation rigging. RetargetingLayer.JointPositionAdjustment Joint position adjustment to be applied to corrected positions. RetargetingLayer.JointRotationTweaks Allows one to adjust the per-joint rotation offsets computed between source (OVRBody) and target characters. To avoid gimbal lock, a series of rotations are permitted. RetargetingLayerEditor Custom editor for RetargetingLayer . RetargetingProcessor RetargetingProcessorCorrectBones Retargeting processor used to apply corrected bone positions from the retargeted animation job output. RetargetingProcessorCorrectHand Retargeting processor used to fix the arm via an IK algorithm so that the retargeted hand position matches the tracked hand position. RetargetingProcessorScriptableObjectDrawer Extends how RetargetingProcessorScriptableObject object references are displayed in the inspector Shows you all values under the object reference Also provides a button to create a new ScriptableObject if property is null. RiggingUtilities Provides convenient methods and occasional extensions to assist with animation rigging work. SkeletonHandAdjustment A filter for skeleton data that will apply a hand pose. Use this script to apply a hand pose from Interaction SDK onto a skeleton that can be modified by SkeletonProcessAggregator IOVRSkeletonProcessorAggregator Component with Editor UI SkeletonProcessAggregator.Item Abstraction layer for the Unity Editor to manipulate IOVRSkeletonProcessor s SkeletonProcessAggregatorEditor SkeletonProcessorBehaviour A common base class for s. Allows common editor UI Drawer. SkeletonTranslateProcessor Use this script to pull the skeleton's bones to follow this transform. If a tracked skeleton's rigged-mesh transform is stationary, this script will translate the skeleton's apparent position/rotation to this object. More context: If a rigged mesh is stationary, but the OVRCameraRig is moving, put this script on an object moving with the OVRCameraRig, and have the SkeletonPostprocessing of the retargeting layer use this script's SkeletonPostprocess function SkeletonTranslateProcessor.NotifyOnChange Module for updating objects that care if this processor is working TwistDistributionConstraint Twist Distribution constraint. This should be enabled to begin with, so that it can compute metadata before the character can begin animating. TwistDistributionConstraintEditor Custom editor for the twist distribution constraint. TwistDistributionJobBinder The TwistDistribution job binder. Structs CaptureAnimationData Data to store captured bone data from the current animation. CaptureAnimationJob The capture animation job, which will write bone local position and rotation data into accessible native arrays. CopyPoseData Copy pose data used by the copy pose job. Implements the copy pose data interface. CopyPoseJob The CopyPose job. DeformationCommon.ArmPosData Information about the positioning of an arm. DeformationCommon.BonePairData Information about the distance between two bone transforms. DeformationData Deformation data used by the deformation job. Implements the deformation data interface. DeformationJob The deformation job. DeformationJob.BoneAnimationData Bone animation data for the deformation job. FullBodyDeformationData FullBodyDeformation data used by the FullBodyDeformation job. Implements the FullBodyDeformation data interface. FullBodyDeformationJob The FullBodyDeformation job. FullBodyDeformationJob.BoneAnimationData Bone animation data for the FullBodyDeformation job. GroundingData Grounding data used by grounding job. TODO: allow for case where rig can be enabled, this means sync transform arrays must not be null by default GroundingJob The Grounding job. HipPinningData Hip Pinning data used by the hip pinning job. Implements the hip pinning data interface. HipPinningJob The Hip Pinning job. LegPosData Information about the positioning of a leg. PlaybackAnimationData Data to handle animation playback. PlaybackAnimationJob The playback animation job. Update the bones based on the transform deltas passed into the animation job. RetargetingAnimationJob Retargeting animation job. RetargetingConstraintData Retargeting data used by the constraint. Implements the retargeting interface. SkeletonHandAdjustment.HandBodyJointPair Named tuple data structure for mapping between Body and Hand indexes TwistDistributionData Twist distribution data used by the twist distribution job. Implements the twist distribution data interface. TwistDistributionJob The TwistDistribution job. Interfaces ICaptureAnimationData Interface for capture animation data. ICopyPoseData Interface for copy pose data. IDeformationData Interface for deformation data. IFullBodyDeformationData Interface for FullBodyDeformation data. IGroundingData Interface for grounding data. IHipPinningData Interface for hip pinning data. IJointConstraint Constraint interface. Used to manually trigger constraints at runtime instead of relying on Unity to do that. IOVRSkeletonConstraint Interface for skeletal constraint component. IOVRSkeletonProcessor For a class that modifies or filters an IOVRSkeletonProcessorAggregator For a class that reads from an . This interface aggregates IOVRSkeletonProcessor s that will modify the skeleton (eg: force hand poses, control body without input). IPlaybackAnimationData Interface for playback animation data. IRetargetingData Interface for retargeting data. IRetargetingProcessor ITwistDistributionData Interface for twist distribution data. Enums DeformationData.SpineTranslationCorrectionType The spine translation correction type. FullBodyDeformationData.SpineTranslationCorrectionType The spine translation correction type. PlaybackAnimationData.AnimationPlaybackType The animation playback type. RetargetingProcessorCorrectHand.IKType The types of IK available to be used. TwistDistributionData.Axis Axis type for TwistDistribution. Delegates RetargetingLayer.OVRSkeletonProcessor Callback that can adjust a given skeleton. Is the functional backend that implements IOVRSkeletonProcessorAggregator" + }, + "api/Oculus.Movement.AnimationRigging.ICaptureAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.ICaptureAnimationData.html", + "title": "Interface ICaptureAnimationData | Unity-Movement Documentation", + "keywords": "Interface ICaptureAnimationData Interface for capture animation data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface ICaptureAnimationData Properties ConstraintAnimator The animator used by the constraint. Declaration Animator ConstraintAnimator { get; } Property Value Type Description Animator CurrentAnimatorStateInfoHash The current animator state info hash. Declaration int CurrentAnimatorStateInfoHash { get; set; } Property Value Type Description Int32 CurrentPose The bone data for the current pose. Declaration CaptureAnimationData.PoseBone[] CurrentPose { get; } Property Value Type Description CaptureAnimationData.PoseBone [] ReferencePose The bone data for the reference pose. Declaration CaptureAnimationData.PoseBone[] ReferencePose { get; } Property Value Type Description CaptureAnimationData.PoseBone [] ReferencePoseTime The normalized time from which the reference pose should be captured from. Declaration float ReferencePoseTime { get; } Property Value Type Description Single TargetAnimatorLayer The target animator layer to capture animations on. Declaration int TargetAnimatorLayer { get; } Property Value Type Description Int32" + }, + "api/Oculus.Movement.AnimationRigging.ICopyPoseData.html": { + "href": "api/Oculus.Movement.AnimationRigging.ICopyPoseData.html", + "title": "Interface ICopyPoseData | Unity-Movement Documentation", + "keywords": "Interface ICopyPoseData Interface for copy pose data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface ICopyPoseData Properties AnimatorBones The array of humanoid animator bones. Declaration Transform[] AnimatorBones { get; } Property Value Type Description Transform [] CopyPoseToOriginal True if the pose being copied is the original pose. If false, the copied pose is assumed to be the final pose. Declaration bool CopyPoseToOriginal { get; } Property Value Type Description Boolean RetargetingLayerComp The retargeting layer component. Declaration RetargetingLayer RetargetingLayerComp { get; } Property Value Type Description RetargetingLayer" + }, + "api/Oculus.Movement.AnimationRigging.IDeformationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IDeformationData.html", + "title": "Interface IDeformationData | Unity-Movement Documentation", + "keywords": "Interface IDeformationData Interface for deformation data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IDeformationData Properties BonePairs The position info for the bone pairs used for Deformation. Declaration BonePairData[] BonePairs { get; } Property Value Type Description BonePairData [] ChestAlignmentWeightFloatProperty The chest alignment weight float property. Declaration string ChestAlignmentWeightFloatProperty { get; } Property Value Type Description String ConstraintAnimator The Animator component for the character. Declaration Animator ConstraintAnimator { get; } Property Value Type Description Animator ConstraintCustomSkeleton The OVRCustomSkeleton component for the character. Declaration OVRCustomSkeleton ConstraintCustomSkeleton { get; } Property Value Type Description OVRCustomSkeleton HipsToHeadBones The array of transforms from the hips to the head bones. Declaration Transform[] HipsToHeadBones { get; } Property Value Type Description Transform [] HipsToHeadBoneTargets The array of transform targets from the hips to the head bones. Declaration Transform[] HipsToHeadBoneTargets { get; } Property Value Type Description Transform [] HipsToHeadDistance The distance between the hips and head bones. Declaration float HipsToHeadDistance { get; } Property Value Type Description Single LeftArm The position info for the left arm. Declaration ArmPosData LeftArm { get; } Property Value Type Description ArmPosData LeftArmDataInitialized Indicates if left arm data was initialized or not. Declaration bool LeftArmDataInitialized { get; } Property Value Type Description Boolean LeftArmWeightFloatProperty The left arm weight float property. Declaration string LeftArmWeightFloatProperty { get; } Property Value Type Description String LeftHandWeightFloatProperty The left hand weight float property. Declaration string LeftHandWeightFloatProperty { get; } Property Value Type Description String LeftShoulderWeightFloatProperty The left shoulder weight float property. Declaration string LeftShoulderWeightFloatProperty { get; } Property Value Type Description String RightArm The position info for the right arm. Declaration ArmPosData RightArm { get; } Property Value Type Description ArmPosData RightArmDataInitialized Indicates if left arm data was initialized or not. Declaration bool RightArmDataInitialized { get; } Property Value Type Description Boolean RightArmWeightFloatProperty The right arm weight float property. Declaration string RightArmWeightFloatProperty { get; } Property Value Type Description String RightHandWeightFloatProperty The right hand weight float property. Declaration string RightHandWeightFloatProperty { get; } Property Value Type Description String RightShoulderWeightFloatProperty The right shoulder weight float property. Declaration string RightShoulderWeightFloatProperty { get; } Property Value Type Description String ShouldUpdate If true, update this job. Declaration bool ShouldUpdate { get; set; } Property Value Type Description Boolean SpineCorrectionType The type of spine translation correction that should be applied. Declaration int SpineCorrectionType { get; } Property Value Type Description Int32 SpineCorrectionTypeIntProperty The spine correction type int property. Declaration string SpineCorrectionTypeIntProperty { get; } Property Value Type Description String SpineLowerAlignmentWeightFloatProperty The spine alignment weight float property. Declaration string SpineLowerAlignmentWeightFloatProperty { get; } Property Value Type Description String SpineUpperAlignmentWeightFloatProperty The spine upper alignment weight float property. Declaration string SpineUpperAlignmentWeightFloatProperty { get; } Property Value Type Description String StartingScale The starting scale of the character, taken from the animator transform. Declaration Vector3 StartingScale { get; } Property Value Type Description Vector3 Methods ClearTransformData() Clears all transform data stored. Declaration void ClearTransformData() InitializeStartingScale() Computes initial starting scale. Declaration void InitializeStartingScale() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. SetUpBonePairs() Sets up bone parts after all bones have been found. Declaration void SetUpBonePairs() SetUpHipsToHeadBones() Sets up hips to head bones. Declaration void SetUpHipsToHeadBones() SetUpHipsToHeadBoneTargets(Transform) Sets up hips to head bone targets. Declaration void SetUpHipsToHeadBoneTargets(Transform setupParent) Parameters Type Name Description Transform setupParent SetUpLeftArmData() Sets up left arm data. Declaration void SetUpLeftArmData() SetUpRightArmData() Sets up right arm data. Declaration void SetUpRightArmData()" + }, + "api/Oculus.Movement.AnimationRigging.IFullBodyDeformationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IFullBodyDeformationData.html", + "title": "Interface IFullBodyDeformationData | Unity-Movement Documentation", + "keywords": "Interface IFullBodyDeformationData Interface for FullBodyDeformation data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IFullBodyDeformationData Properties AlignFeetWeightFloatProperty Align feet weight float property. Declaration string AlignFeetWeightFloatProperty { get; } Property Value Type Description String BonePairs The position info for the bone pairs used for FullBodyDeformation. Declaration BonePairData[] BonePairs { get; } Property Value Type Description BonePairData [] ChestAlignmentWeightFloatProperty The chest alignment weight float property. Declaration string ChestAlignmentWeightFloatProperty { get; } Property Value Type Description String ConstraintAnimator The Animator component for the character. Declaration Animator ConstraintAnimator { get; } Property Value Type Description Animator ConstraintCustomSkeleton The OVRCustomSkeleton component for the character. Declaration OVRCustomSkeleton ConstraintCustomSkeleton { get; } Property Value Type Description OVRCustomSkeleton HipsToFootDistance The distance between the hips and foot bones. Declaration float HipsToFootDistance { get; } Property Value Type Description Single HipsToHeadBones The array of transforms from the hips to the head bones. Declaration Transform[] HipsToHeadBones { get; } Property Value Type Description Transform [] HipsToHeadBoneTargets The array of transform targets from the hips to the head bones. Declaration Transform[] HipsToHeadBoneTargets { get; } Property Value Type Description Transform [] HipsToHeadDistance The distance between the hips and head bones. Declaration float HipsToHeadDistance { get; } Property Value Type Description Single LeftArm The position info for the left arm. Declaration ArmPosData LeftArm { get; } Property Value Type Description ArmPosData LeftArmWeightFloatProperty The left arm weight float property. Declaration string LeftArmWeightFloatProperty { get; } Property Value Type Description String LeftHandWeightFloatProperty The left hand weight float property. Declaration string LeftHandWeightFloatProperty { get; } Property Value Type Description String LeftLeg The position info for the left leg. Declaration LegPosData LeftLeg { get; } Property Value Type Description LegPosData LeftLegWeightFloatProperty The left leg weight float property. Declaration string LeftLegWeightFloatProperty { get; } Property Value Type Description String LeftShoulderWeightFloatProperty The left shoulder weight float property. Declaration string LeftShoulderWeightFloatProperty { get; } Property Value Type Description String LeftToesWeightFloatProperty The left toes weight float property. Declaration string LeftToesWeightFloatProperty { get; } Property Value Type Description String RightArm The position info for the right arm. Declaration ArmPosData RightArm { get; } Property Value Type Description ArmPosData RightArmWeightFloatProperty The right arm weight float property. Declaration string RightArmWeightFloatProperty { get; } Property Value Type Description String RightHandWeightFloatProperty The right hand weight float property. Declaration string RightHandWeightFloatProperty { get; } Property Value Type Description String RightLeg The position info for the right leg. Declaration LegPosData RightLeg { get; } Property Value Type Description LegPosData RightLegWeightFloatProperty The right leg weight float property. Declaration string RightLegWeightFloatProperty { get; } Property Value Type Description String RightShoulderWeightFloatProperty The right shoulder weight float property. Declaration string RightShoulderWeightFloatProperty { get; } Property Value Type Description String RightToesWeightFloatProperty The right toes weight float property. Declaration string RightToesWeightFloatProperty { get; } Property Value Type Description String ShouldUpdate If true, update this job. Declaration bool ShouldUpdate { get; set; } Property Value Type Description Boolean SpineCorrectionType The type of spine translation correction that should be applied. Declaration int SpineCorrectionType { get; } Property Value Type Description Int32 SpineCorrectionTypeIntProperty The spine correction type int property. Declaration string SpineCorrectionTypeIntProperty { get; } Property Value Type Description String SpineLowerAlignmentWeightFloatProperty The spine alignment weight float property. Declaration string SpineLowerAlignmentWeightFloatProperty { get; } Property Value Type Description String SpineUpperAlignmentWeightFloatProperty The spine upper alignment weight float property. Declaration string SpineUpperAlignmentWeightFloatProperty { get; } Property Value Type Description String StartingScale The starting scale of the character, taken from the animator transform. Declaration Vector3 StartingScale { get; } Property Value Type Description Vector3 Methods ClearTransformData() Clears all transform data stored. Declaration void ClearTransformData() InitializeStartingScale() Computes initial starting scale. Declaration void InitializeStartingScale() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. SetUpBonePairs() Sets up upper bone parts after all bones have been found. Declaration void SetUpBonePairs() SetUpBoneTargets(Transform) Try to set up bone targets. Declaration void SetUpBoneTargets(Transform setupParent) Parameters Type Name Description Transform setupParent SetUpHipsAndHeadBones() Sets up hips and head bones. Declaration void SetUpHipsAndHeadBones() SetUpLeftArmData() Sets up left arm data. Declaration void SetUpLeftArmData() SetUpLeftLegData() Sets up left leg data. Declaration void SetUpLeftLegData() SetUpRightArmData() Sets up right arm data. Declaration void SetUpRightArmData() SetUpRightLegData() Sets up right leg data. Declaration void SetUpRightLegData()" + }, + "api/Oculus.Movement.AnimationRigging.IGroundingData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IGroundingData.html", + "title": "Interface IGroundingData | Unity-Movement Documentation", + "keywords": "Interface IGroundingData Interface for grounding data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IGroundingData Properties ConstraintAnimator The Animator component for the character. Declaration Animator ConstraintAnimator { get; } Property Value Type Description Animator ConstraintSkeleton The original skeleton for the character. Declaration OVRCustomSkeleton ConstraintSkeleton { get; } Property Value Type Description OVRCustomSkeleton FootRotationOffset The initial rotation offset for the feet. Declaration Vector3 FootRotationOffset { get; } Property Value Type Description Vector3 FootTarget The foot target for the leg. Declaration Transform FootTarget { get; } Property Value Type Description Transform GroundLayers The layers that the raycast will check against for grounding. Declaration LayerMask GroundLayers { get; } Property Value Type Description LayerMask GroundOffset The height offset from the grounded floor to be applied to the foot. Declaration float GroundOffset { get; } Property Value Type Description Single GroundRaycastDist The maximum distance that the raycast will go when checking for grounding. Declaration float GroundRaycastDist { get; } Property Value Type Description Single GroundRaycastHit The ground raycast hit. Declaration RaycastHit GroundRaycastHit { get; set; } Property Value Type Description RaycastHit Hips The hips transform. Declaration Transform Hips { get; } Property Value Type Description Transform HipsTarget The hips target transform. Declaration Transform HipsTarget { get; } Property Value Type Description Transform KneeTarget The knee target for the leg. Declaration Transform KneeTarget { get; } Property Value Type Description Transform Leg The leg upper transform. Declaration Transform Leg { get; } Property Value Type Description Transform LegPosOffset The initial position offset for the leg. Declaration Vector3 LegPosOffset { get; } Property Value Type Description Vector3 LegRotOffset The initial rotation offset for the leg. Declaration Quaternion LegRotOffset { get; } Property Value Type Description Quaternion Pair Optional. The other leg's grounding constraint, used to check if this leg can move. Declaration GroundingData Pair { get; } Property Value Type Description GroundingData PreviousKneePos The previous knee position. Declaration Vector3 PreviousKneePos { get; set; } Property Value Type Description Vector3 Progress The amount of move progress. Declaration float Progress { set; } Property Value Type Description Single ShouldUpdate If true, update this job. Declaration bool ShouldUpdate { get; set; } Property Value Type Description Boolean StepCurve The animation curve for evaluating the step height value. Declaration AnimationCurve StepCurve { get; } Property Value Type Description AnimationCurve StepDist The distance before the step is triggered. Declaration float StepDist { get; } Property Value Type Description Single StepHeight The height of the step taken. Declaration float StepHeight { get; } Property Value Type Description Single StepHeightScaleDist The maximum distance for the step height to not be scaled. Declaration float StepHeightScaleDist { get; } Property Value Type Description Single StepSpeed The speed of the step for the foot. Declaration float StepSpeed { get; } Property Value Type Description Single Methods GenerateThresholdMoveProgress() Generates a new value for the threshold move progress. Declaration void GenerateThresholdMoveProgress() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not." + }, + "api/Oculus.Movement.AnimationRigging.IHipPinningData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IHipPinningData.html", + "title": "Interface IHipPinningData | Unity-Movement Documentation", + "keywords": "Interface IHipPinningData Interface for hip pinning data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IHipPinningData Properties AnimatorComponent Animator component. Declaration Animator AnimatorComponent { get; } Property Value Type Description Animator Bones The bones that compose the skeleton. Declaration Transform[] Bones { get; } Property Value Type Description Transform [] CalibratedHipPos The calibrated hip position. Declaration Vector3 CalibratedHipPos { get; } Property Value Type Description Vector3 ConstraintSkeleton The OVR Skeleton component. Declaration OVRCustomSkeleton ConstraintSkeleton { get; } Property Value Type Description OVRCustomSkeleton CurrentHipPinningTarget Returns the current hip pinning target. Declaration HipPinningConstraintTarget CurrentHipPinningTarget { get; } Property Value Type Description HipPinningConstraintTarget HasCalibrated Has run calibration or not. Declaration bool HasCalibrated { get; } Property Value Type Description Boolean HipPinningLeave If true, hip pinning will be disabled when the character leaves a certain range. Declaration bool HipPinningLeave { get; } Property Value Type Description Boolean HipPinningLeaveRange The range from the hip pinning target before hip pinning is disabled. Declaration float HipPinningLeaveRange { get; } Property Value Type Description Single HipPinningTargets The array of available hip pinning targets. Declaration HipPinningConstraintTarget[] HipPinningTargets { get; } Property Value Type Description HipPinningConstraintTarget [] InitialHipLocalRotation The initial hip local rotation. Declaration Quaternion InitialHipLocalRotation { get; } Property Value Type Description Quaternion IsFirstFrame If true, this is the first frame that the newly created job is running on. Declaration bool IsFirstFrame { get; set; } Property Value Type Description Boolean ObtainedProperReferences Indicates if the constraint has been set up or not. Declaration bool ObtainedProperReferences { get; } Property Value Type Description Boolean Root The root bone of this transform. Declaration Transform Root { get; } Property Value Type Description Transform ShouldUpdate If true, update this job. Declaration bool ShouldUpdate { get; set; } Property Value Type Description Boolean Methods AssignClosestHipPinningTarget(Vector3) Find and assign the closest hip pinning target to be the current hip pinning target. Declaration void AssignClosestHipPinningTarget(Vector3 position) Parameters Type Name Description Vector3 position The position to check against. EnterHipPinningArea(HipPinningConstraintTarget) Called when the user enters a hip pinning area. Declaration void EnterHipPinningArea(HipPinningConstraintTarget target) Parameters Type Name Description HipPinningConstraintTarget target ExitHipPinningArea(HipPinningConstraintTarget) Called when the user leaves a hip pinning area. Declaration void ExitHipPinningArea(HipPinningConstraintTarget target) Parameters Type Name Description HipPinningConstraintTarget target GetHipTransform() Returns hip transform. Declaration Transform GetHipTransform() Returns Type Description Transform Transform of the hip. GetIndexOfFirstBoneAboveHips() Retrieves index of bone above hips. Declaration int GetIndexOfFirstBoneAboveHips() Returns Type Description Int32 Index of bone above hips. IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration bool IsBoneTransformsDataValid() Returns Type Description Boolean True if so, false if not. Events OnEnterHipPinningArea Event when the user enters a hip pinning area. Declaration event Action OnEnterHipPinningArea Event Type Type Description Action < HipPinningConstraintTarget > OnExitHipPinningArea Event when the user leaves a hip pinning area. Declaration event Action OnExitHipPinningArea Event Type Type Description Action < HipPinningConstraintTarget >" + }, + "api/Oculus.Movement.AnimationRigging.IJointConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.IJointConstraint.html", + "title": "Interface IJointConstraint | Unity-Movement Documentation", + "keywords": "Interface IJointConstraint Constraint interface. Used to manually trigger constraints at runtime instead of relying on Unity to do that. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IJointConstraint Methods Update() Updates constraint at runtime. Declaration void Update()" + }, + "api/Oculus.Movement.AnimationRigging.IOVRSkeletonConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.IOVRSkeletonConstraint.html", + "title": "Interface IOVRSkeletonConstraint | Unity-Movement Documentation", + "keywords": "Interface IOVRSkeletonConstraint Interface for skeletal constraint component. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration void RegenerateData()" + }, + "api/Oculus.Movement.AnimationRigging.IOVRSkeletonProcessor.html": { + "href": "api/Oculus.Movement.AnimationRigging.IOVRSkeletonProcessor.html", + "title": "Interface IOVRSkeletonProcessor | Unity-Movement Documentation", + "keywords": "Interface IOVRSkeletonProcessor For a class that modifies or filters an Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IOVRSkeletonProcessor Properties EnableSkeletonProcessing Allows this processor to be turned on and off by an IOVRSkeletonProcessorAggregator Declaration bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean SkeletonProcessorLabel Gives an IOVRSkeletonProcessorAggregator a name Declaration string SkeletonProcessorLabel { get; } Property Value Type Description String Methods ProcessSkeleton(OVRSkeleton) Processes an for some purpose (eg: forcing a hand pose, moving body parts without the user) Declaration void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton" + }, + "api/Oculus.Movement.AnimationRigging.IOVRSkeletonProcessorAggregator.html": { + "href": "api/Oculus.Movement.AnimationRigging.IOVRSkeletonProcessorAggregator.html", + "title": "Interface IOVRSkeletonProcessorAggregator | Unity-Movement Documentation", + "keywords": "Interface IOVRSkeletonProcessorAggregator For a class that reads from an . This interface aggregates IOVRSkeletonProcessor s that will modify the skeleton (eg: force hand poses, control body without input). Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IOVRSkeletonProcessorAggregator Methods AddProcessor(IOVRSkeletonProcessor) Adds given processor to this IOVRSkeletonProcessorAggregator Declaration void AddProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor RemoveProcessor(IOVRSkeletonProcessor) Removes given processor from IOVRSkeletonProcessorAggregator Declaration void RemoveProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor" + }, + "api/Oculus.Movement.AnimationRigging.IPlaybackAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IPlaybackAnimationData.html", + "title": "Interface IPlaybackAnimationData | Unity-Movement Documentation", + "keywords": "Interface IPlaybackAnimationData Interface for playback animation data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IPlaybackAnimationData Properties AnimationMask The avatar mask for masking the animation. Declaration AvatarMask AnimationMask { get; } Property Value Type Description AvatarMask PlaybackType The animation playback type. Declaration int PlaybackType { get; } Property Value Type Description Int32 PlaybackTypeIntProperty The animation playback type int property. Declaration string PlaybackTypeIntProperty { get; } Property Value Type Description String SourceConstraint The capture animation constraint to source animation data from. Declaration CaptureAnimationConstraint SourceConstraint { get; } Property Value Type Description CaptureAnimationConstraint" + }, + "api/Oculus.Movement.AnimationRigging.IRetargetingData.html": { + "href": "api/Oculus.Movement.AnimationRigging.IRetargetingData.html", + "title": "Interface IRetargetingData | Unity-Movement Documentation", + "keywords": "Interface IRetargetingData Interface for retargeting data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IRetargetingData Properties DummyTransform Used to create job information in case it becomes allocated before the constraint has a chance to run. Declaration Transform DummyTransform { get; } Property Value Type Description Transform RotationAdjustments Optional rotational adjustment to be applied during retargeting. Declaration Quaternion[] RotationAdjustments { get; } Property Value Type Description Quaternion [] RotationOffsets Rotation offset to be applied during retargeting. Declaration Quaternion[] RotationOffsets { get; } Property Value Type Description Quaternion [] ShouldUpdatePosition Indicates if target transform's position should be updated. Once a position is updated, the original position will be lost. Declaration bool[] ShouldUpdatePosition { get; } Property Value Type Description Boolean [] ShouldUpdateRotation Indicates if target transform's rotation should be updated. Once a rotation is updated, the original rotation will be lost. Declaration bool[] ShouldUpdateRotation { get; } Property Value Type Description Boolean [] SourceTransforms Source transforms used for retargeting. Declaration Transform[] SourceTransforms { get; } Property Value Type Description Transform [] TargetTransforms Target transforms affected by retargeting. Declaration Transform[] TargetTransforms { get; } Property Value Type Description Transform [] Methods HasDataInitialized() Indicates if data has initialized or not. Declaration bool HasDataInitialized() Returns Type Description Boolean True if data has initialized, false if not. UpdateDynamicMetadata() Allows updating any dynamic data at runtime. Declaration void UpdateDynamicMetadata()" + }, + "api/Oculus.Movement.AnimationRigging.IRetargetingProcessor.html": { + "href": "api/Oculus.Movement.AnimationRigging.IRetargetingProcessor.html", + "title": "Interface IRetargetingProcessor | Unity-Movement Documentation", + "keywords": "Interface IRetargetingProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface IRetargetingProcessor Methods PrepareRetargetingProcessor(RetargetingLayer, IList) Prepare the retargeting processor; this is run after retargeting, but before any processors have run. Declaration void PrepareRetargetingProcessor(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. ProcessRetargetingLayer(RetargetingLayer, IList) Processes a RetargetingLayer ; this is run after retargeting and in order of processors. Declaration void ProcessRetargetingLayer(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. SetupRetargetingProcessor(RetargetingLayer) Setup the retargeting processor; this should only be run once. Declaration void SetupRetargetingProcessor(RetargetingLayer retargetingLayer) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer." + }, + "api/Oculus.Movement.AnimationRigging.ITwistDistributionData.html": { + "href": "api/Oculus.Movement.AnimationRigging.ITwistDistributionData.html", + "title": "Interface ITwistDistributionData | Unity-Movement Documentation", + "keywords": "Interface ITwistDistributionData Interface for twist distribution data. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public interface ITwistDistributionData Properties ConstraintAnimator The Animator component for the character. Declaration Animator ConstraintAnimator { get; } Property Value Type Description Animator ConstraintSkeleton The OVR Skeleton component for the character. Declaration OVRCustomSkeleton ConstraintSkeleton { get; } Property Value Type Description OVRCustomSkeleton SegmentEnd The target transform containing the twist (like a wrist). Declaration Transform SegmentEnd { get; } Property Value Type Description Transform SegmentStart The start transform on the opposite side of the twist source (like an elbow). Declaration Transform SegmentStart { get; } Property Value Type Description Transform SegmentUp Optional. Assign a different transform to be used for the Segment End up vector. Declaration Transform SegmentUp { get; } Property Value Type Description Transform ShouldUpdate If true, update this job. Declaration bool ShouldUpdate { get; set; } Property Value Type Description Boolean TwistForwardAxis The twist forward axis. Declaration Vector3 TwistForwardAxis { get; } Property Value Type Description Vector3 TwistNodes The array of twist joints and their weights to be affected by the source transform's rotation. Declaration WeightedTransformArray TwistNodes { get; } Property Value Type Description WeightedTransformArray TwistNodeSpacings The proportional space between each twist node. Declaration float[] TwistNodeSpacings { get; } Property Value Type Description Single [] TwistNodesProperty The name of the twist nodes weighted transform array property. Declaration string TwistNodesProperty { get; } Property Value Type Description String TwistNodeUps The array of twist node up directions. Declaration Vector3[] TwistNodeUps { get; } Property Value Type Description Vector3 [] TwistUpAxis The twist up axis. Declaration Vector3 TwistUpAxis { get; } Property Value Type Description Vector3 Methods IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not." + }, + "api/Oculus.Movement.AnimationRigging.LegPosData.html": { + "href": "api/Oculus.Movement.AnimationRigging.LegPosData.html", + "title": "Struct LegPosData | Unity-Movement Documentation", + "keywords": "Struct LegPosData Information about the positioning of a leg. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct LegPosData Fields FootBone The foot transform. Declaration public Transform FootBone Field Value Type Description Transform FootLocalRot The local rotation of the foot. Declaration public Quaternion FootLocalRot Field Value Type Description Quaternion HipsBone The hips transform. Declaration public Transform HipsBone Field Value Type Description Transform LowerLegBone The lower leg transform. Declaration public Transform LowerLegBone Field Value Type Description Transform ToesBone The toes transform. Declaration public Transform ToesBone Field Value Type Description Transform ToesLocalPos The local position of the toes. Declaration public Vector3 ToesLocalPos Field Value Type Description Vector3 UpperLegBone The upper leg transform. Declaration public Transform UpperLegBone Field Value Type Description Transform Properties IsInitialized Indicates if initialized or not. Declaration public readonly bool IsInitialized { get; } Property Value Type Description Boolean Methods ClearTransformData() Resets all tracked transforms to null. Declaration public void ClearTransformData()" + }, + "api/Oculus.Movement.AnimationRigging.PlaybackAnimationConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.PlaybackAnimationConstraint.html", + "title": "Class PlaybackAnimationConstraint | Unity-Movement Documentation", + "keywords": "Class PlaybackAnimationConstraint Playback animation constraint. Uses captured animation data to playback the current animator pose additively or override. Inheritance Object PlaybackAnimationConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class PlaybackAnimationConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.PlaybackAnimationData.AnimationPlaybackType.html": { + "href": "api/Oculus.Movement.AnimationRigging.PlaybackAnimationData.AnimationPlaybackType.html", + "title": "Enum PlaybackAnimationData.AnimationPlaybackType | Unity-Movement Documentation", + "keywords": "Enum PlaybackAnimationData.AnimationPlaybackType The animation playback type. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public enum AnimationPlaybackType Fields Name Description Additive Animation is played back additively. None No animation is played back. Override Animation is played back overriding any previous bone updates." + }, + "api/Oculus.Movement.AnimationRigging.PlaybackAnimationData.html": { + "href": "api/Oculus.Movement.AnimationRigging.PlaybackAnimationData.html", + "title": "Struct PlaybackAnimationData | Unity-Movement Documentation", + "keywords": "Struct PlaybackAnimationData Data to handle animation playback. Implements IPlaybackAnimationData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct PlaybackAnimationData : IPlaybackAnimationData Properties AvatarMaskComp Avatar mask instance accessor. Declaration public AvatarMask AvatarMaskComp { get; set; } Property Value Type Description AvatarMask Methods CreateAvatarMaskInstances() Initializes mask instances based on what value is set in the corresponding fields. Declaration public void CreateAvatarMaskInstances() Explicit Interface Implementations IPlaybackAnimationData.AnimationMask The avatar mask for masking the animation. Declaration readonly AvatarMask IPlaybackAnimationData.AnimationMask { get; } Returns Type Description AvatarMask IPlaybackAnimationData.PlaybackType The animation playback type. Declaration readonly int IPlaybackAnimationData.PlaybackType { get; } Returns Type Description Int32 IPlaybackAnimationData.PlaybackTypeIntProperty The animation playback type int property. Declaration readonly string IPlaybackAnimationData.PlaybackTypeIntProperty { get; } Returns Type Description String IPlaybackAnimationData.SourceConstraint The capture animation constraint to source animation data from. Declaration readonly CaptureAnimationConstraint IPlaybackAnimationData.SourceConstraint { get; } Returns Type Description CaptureAnimationConstraint Implements IPlaybackAnimationData" + }, + "api/Oculus.Movement.AnimationRigging.PlaybackAnimationJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.PlaybackAnimationJob.html", + "title": "Struct PlaybackAnimationJob | Unity-Movement Documentation", + "keywords": "Struct PlaybackAnimationJob The playback animation job. Update the bones based on the transform deltas passed into the animation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct PlaybackAnimationJob Fields BonePositionDeltas The position deltas to be applied to the bones. Declaration public NativeArray BonePositionDeltas Field Value Type Description NativeArray < Vector3 > BoneRotationDeltas The rotation deltas to be applied to the bones. Declaration public NativeArray BoneRotationDeltas Field Value Type Description NativeArray < Quaternion > Bones The animator bones to be updated. Declaration public NativeArray Bones Field Value Type Description NativeArray < ReadWriteTransformHandle > BonesToSkip The bones that should be skipped. Declaration public NativeArray BonesToSkip Field Value Type Description NativeArray < Boolean > OverrideBonePositions The override bone positions. Declaration public NativeArray OverrideBonePositions Field Value Type Description NativeArray < Vector3 > OverrideBoneRotations The override bone rotations. Declaration public NativeArray OverrideBoneRotations Field Value Type Description NativeArray < Quaternion > PlaybackType The animation playback type. Declaration public IntProperty PlaybackType Field Value Type Description IntProperty Properties jobWeight Job weight. Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Defines what to do when processing the animation. Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on. ProcessRootMotion(AnimationStream) Defines what to do when processing the root motion. Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on." + }, + "api/Oculus.Movement.AnimationRigging.PlaybackAnimationJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.PlaybackAnimationJobBinder-1.html", + "title": "Class PlaybackAnimationJobBinder | Unity-Movement Documentation", + "keywords": "Class PlaybackAnimationJobBinder The playback animation job binder. Inheritance Object PlaybackAnimationJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class PlaybackAnimationJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IPlaybackAnimationData Type Parameters Name Description T Type to be used for the job. Methods Create(Animator, ref T, Component) Declaration public override PlaybackAnimationJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description PlaybackAnimationJob Destroy(PlaybackAnimationJob) Declaration public override void Destroy(PlaybackAnimationJob job) Parameters Type Name Description PlaybackAnimationJob job Update(PlaybackAnimationJob, ref T) Declaration public override void Update(PlaybackAnimationJob job, ref T data) Parameters Type Name Description PlaybackAnimationJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.PositionalJointConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.PositionalJointConstraint.html", + "title": "Class PositionalJointConstraint | Unity-Movement Documentation", + "keywords": "Class PositionalJointConstraint Mimics Position Constraint and can be run manually. Inheritance Object PositionalJointConstraint Implements IJointConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class PositionalJointConstraint : IJointConstraint Constructors PositionalJointConstraint(Transform) Main constructor. Declaration public PositionalJointConstraint(Transform transform) Parameters Type Name Description Transform transform Transform with positional constraint. Methods Update() Updates positional constraint at runtime. Declaration public void Update() Implements IJointConstraint" + }, + "api/Oculus.Movement.AnimationRigging.RetargetedBoneTargets.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetedBoneTargets.html", + "title": "Class RetargetedBoneTargets | Unity-Movement Documentation", + "keywords": "Class RetargetedBoneTargets Update target transforms with retargeted bone data. Inheritance Object RetargetedBoneTargets FullBodyRetargetedBoneTargets Implements IOVRSkeletonProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetedBoneTargets : MonoBehaviour, IOVRSkeletonProcessor Fields _autoAddTo The IOVRSkeletonProcessorAggregator to give self to Declaration protected UnityEngine.Object _autoAddTo Field Value Type Description UnityEngine.Object _retargetedBoneTargets The array of retargeted bone targets. Declaration protected RetargetedBoneTargets.RetargetedBoneTarget[] _retargetedBoneTargets Field Value Type Description RetargetedBoneTargets.RetargetedBoneTarget [] Properties AutoAddTo Declaration public object AutoAddTo { get; set; } Property Value Type Description Object EnableSkeletonProcessing Allows this processor to be turned on and off by an IOVRSkeletonProcessorAggregator Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean RetargetedBoneTargetsArray Declaration public RetargetedBoneTargets.RetargetedBoneTarget[] RetargetedBoneTargetsArray { get; set; } Property Value Type Description RetargetedBoneTargets.RetargetedBoneTarget [] SkeletonProcessorLabel Gives an IOVRSkeletonProcessorAggregator a name Declaration public string SkeletonProcessorLabel { get; } Property Value Type Description String Methods Awake() Correlate HumanBodyBones to OVRSkeleton.BoneId. Declaration protected virtual void Awake() ProcessSkeleton(OVRSkeleton) Update the bone targets with the retargeted bone transform data. This should be used with SkeletonPostProcessingEv . Declaration public void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.RetargetedBoneTargets.RetargetedBoneTarget.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetedBoneTargets.RetargetedBoneTarget.html", + "title": "Class RetargetedBoneTargets.RetargetedBoneTarget | Unity-Movement Documentation", + "keywords": "Class RetargetedBoneTargets.RetargetedBoneTarget A retargeted bone target. Inheritance Object RetargetedBoneTargets.RetargetedBoneTarget Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class RetargetedBoneTarget Fields HumanBodyBone The human body bone representation of this bone. Declaration public HumanBodyBones HumanBodyBone Field Value Type Description HumanBodyBones Target The target transform to update with the retargeted bone data. Declaration public Transform Target Field Value Type Description Transform Properties BoneId The OVRSkeleton.BoneId corresponding to the HumanBodyBone. Declaration public OVRSkeleton.BoneId BoneId { get; set; } Property Value Type Description OVRSkeleton.BoneId" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingAnimationConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingAnimationConstraint.html", + "title": "Class RetargetingAnimationConstraint | Unity-Movement Documentation", + "keywords": "Class RetargetingAnimationConstraint Retargeting constraint. Keep game object disabled until RegenerateData is called. Inheritance Object RetargetingAnimationConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingAnimationConstraint : RigConstraint>, IOVRSkeletonConstraint Properties RetargetingLayerComp Retargeting layer accessors. Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer Methods OnValidate() Declaration protected override void OnValidate() RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingAnimationConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingAnimationConstraintEditor.html", + "title": "Class RetargetingAnimationConstraintEditor | Unity-Movement Documentation", + "keywords": "Class RetargetingAnimationConstraintEditor Custom editor for RetargetingAnimationConstraint . Inheritance Object RetargetingAnimationConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingAnimationConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingAnimationJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingAnimationJob.html", + "title": "Struct RetargetingAnimationJob | Unity-Movement Documentation", + "keywords": "Struct RetargetingAnimationJob Retargeting animation job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct RetargetingAnimationJob Fields RotationAdjustments Rotation adjustments per joint. Declaration public NativeArray RotationAdjustments Field Value Type Description NativeArray < Quaternion > RotationOffsets Rotation offsets per joint. Declaration public NativeArray RotationOffsets Field Value Type Description NativeArray < Quaternion > ShouldUpdatePosition Boolean indicating if position should be updated or not. Declaration public NativeArray ShouldUpdatePosition Field Value Type Description NativeArray < Boolean > ShouldUpdateRotation Boolean indicating if rotation should be updated or not. Declaration public NativeArray ShouldUpdateRotation Field Value Type Description NativeArray < Boolean > SourceTransforms Source transforms used to affect target during retargeting. Declaration public NativeArray SourceTransforms Field Value Type Description NativeArray < ReadOnlyTransformHandle > TargetTransforms Target transforms to affect. Declaration public NativeArray TargetTransforms Field Value Type Description NativeArray < ReadWriteTransformHandle > Properties jobWeight Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream ProcessRootMotion(AnimationStream) Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingAnimationJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingAnimationJobBinder-1.html", + "title": "Class RetargetingAnimationJobBinder | Unity-Movement Documentation", + "keywords": "Class RetargetingAnimationJobBinder The retargeting animation job binder. Inheritance Object RetargetingAnimationJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingAnimationJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, IRetargetingData Type Parameters Name Description T The constraint data type. Methods Create(Animator, ref T, Component) Declaration public override RetargetingAnimationJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description RetargetingAnimationJob Destroy(RetargetingAnimationJob) Declaration public override void Destroy(RetargetingAnimationJob job) Parameters Type Name Description RetargetingAnimationJob job Update(RetargetingAnimationJob, ref T) Declaration public override void Update(RetargetingAnimationJob job, ref T data) Parameters Type Name Description RetargetingAnimationJob job T data" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingConstraintData.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingConstraintData.html", + "title": "Struct RetargetingConstraintData | Unity-Movement Documentation", + "keywords": "Struct RetargetingConstraintData Retargeting data used by the constraint. Implements the retargeting interface. Implements IRetargetingData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct RetargetingConstraintData : IRetargetingData Properties AllowDynamicAdjustmentsRuntime Declaration public bool AllowDynamicAdjustmentsRuntime { get; set; } Property Value Type Description Boolean AvatarMaskComp AvatarMask instance accessor. Declaration public AvatarMask AvatarMaskComp { get; set; } Property Value Type Description AvatarMask DummyTransform Used to create job information in case it becomes allocated before the constraint has a chance to run. Declaration public readonly Transform DummyTransform { get; } Property Value Type Description Transform RetargetingLayerComp Declaration public RetargetingLayer RetargetingLayerComp { get; set; } Property Value Type Description RetargetingLayer Skeleton The OVRSkeleton component. Declaration public readonly OVRSkeleton Skeleton { get; } Property Value Type Description OVRSkeleton Methods CreateAvatarMaskInstances() Initializes mask instances based on what value is set in the corresponding fields. Declaration public void CreateAvatarMaskInstances() HasDataInitialized() Indicates if data has initialized or not. Declaration public bool HasDataInitialized() Returns Type Description Boolean True if data has initialized, false if not. IsValid() Declaration public bool IsValid() Returns Type Description Boolean SetDefaultValues() Declaration public void SetDefaultValues() SetUp(GameObject, GameObject) Set up all job data. Even if the skeleton has been initialized, dummy data is used as a fallback. Declaration public void SetUp(GameObject dummySourceObject, GameObject dummyTargetObject) Parameters Type Name Description GameObject dummySourceObject Fallback source object if skeleton is not ready. GameObject dummyTargetObject Fallback target object if skeleton is not ready. UpdateDynamicMetadata() Update dynamic data, can be useful if user changes it at runtime. Declaration public void UpdateDynamicMetadata() Explicit Interface Implementations IRetargetingData.RotationAdjustments Optional rotational adjustment to be applied during retargeting. Declaration readonly Quaternion[] IRetargetingData.RotationAdjustments { get; } Returns Type Description Quaternion [] IRetargetingData.RotationOffsets Rotation offset to be applied during retargeting. Declaration readonly Quaternion[] IRetargetingData.RotationOffsets { get; } Returns Type Description Quaternion [] IRetargetingData.ShouldUpdatePosition Indicates if target transform's position should be updated. Once a position is updated, the original position will be lost. Declaration readonly bool[] IRetargetingData.ShouldUpdatePosition { get; } Returns Type Description Boolean [] IRetargetingData.ShouldUpdateRotation Indicates if target transform's rotation should be updated. Once a rotation is updated, the original rotation will be lost. Declaration readonly bool[] IRetargetingData.ShouldUpdateRotation { get; } Returns Type Description Boolean [] IRetargetingData.SourceTransforms Source transforms used for retargeting. Declaration readonly Transform[] IRetargetingData.SourceTransforms { get; } Returns Type Description Transform [] IRetargetingData.TargetTransforms Target transforms affected by retargeting. Declaration readonly Transform[] IRetargetingData.TargetTransforms { get; } Returns Type Description Transform [] Implements IRetargetingData" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingLayer.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingLayer.html", + "title": "Class RetargetingLayer | Unity-Movement Documentation", + "keywords": "Class RetargetingLayer Retargeting class that inherits from OVRUnityHumanoidSkeletonRetargeter and provides functions that work with animation rigging. Inheritance Object RetargetingLayer Implements IOVRSkeletonProcessorAggregator Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingLayer : OVRUnityHumanoidSkeletonRetargeter, IOVRSkeletonProcessorAggregator Fields _applyAnimationConstraintsToCorrectedPositions Apply position offsets done by animation rigging constraints for corrected positions. Due to the limited motion of humanoid avatars, this should be set if any animation rigging constraints are applied after the retargeting job runs. Declaration protected bool _applyAnimationConstraintsToCorrectedPositions Field Value Type Description Boolean _enableTrackingByProxy Create proxy transforms that track the skeletal bones. If the skeletal bone transforms change, that won't necessitate creating new proxy transforms in most cases. This means any Animation jobs that track the skeletal bone transform can use proxies instead, which get re-allocated less often. Re-allocation would mean having to create new animation jobs. Declaration protected bool _enableTrackingByProxy Field Value Type Description Boolean _jointRotationTweaks Joint rotation tweaks array. Declaration protected RetargetingLayer.JointRotationTweaks[] _jointRotationTweaks Field Value Type Description RetargetingLayer.JointRotationTweaks [] _retargetingAnimationConstraint Related retargeting constraint. Declaration protected RetargetingAnimationConstraint _retargetingAnimationConstraint Field Value Type Description RetargetingAnimationConstraint _retargetingProcessors List of retargeting processors, which run in late update after retargeting and animation rigging. Declaration protected List _retargetingProcessors Field Value Type Description List < RetargetingProcessor > _skeletonPostProcessing Triggers methods that can alter bone translations and rotations, before rendering and physics Declaration protected RetargetingLayer.OVRSkeletonProcessor _skeletonPostProcessing Field Value Type Description RetargetingLayer.OVRSkeletonProcessor Properties ApplyAnimationConstraintsToCorrectedPositions Apply position offsets done by animation rigging constraints for corrected positions. Due to the limited motion of humanoid avatars, this should be set if any animation rigging constraints are applied after the retargeting job runs. Declaration public bool ApplyAnimationConstraintsToCorrectedPositions { get; set; } Property Value Type Description Boolean CustomPositionsToCorrectLateUpdateMask Allows one to specify which positions to correct during late update. Declaration public AvatarMask CustomPositionsToCorrectLateUpdateMask { get; set; } Property Value Type Description AvatarMask EnableTrackingByProxy Create proxy transforms that track the skeletal bones. If the skeletal bone transforms change, that won't necessitate creating new proxy transforms in most cases. This means any Animation jobs that track the skeletal bone transform can use proxies instead, which get re-allocated less often. Re-allocation would mean having to create new animation jobs. Declaration public bool EnableTrackingByProxy { get; set; } Property Value Type Description Boolean JointPositionAdjustments The array of joint position adjustments. Declaration public RetargetingLayer.JointPositionAdjustment[] JointPositionAdjustments { get; } Property Value Type Description RetargetingLayer.JointPositionAdjustment [] JointRotationTweaksArray Joint rotation tweaks array. Declaration public RetargetingLayer.JointRotationTweaks[] JointRotationTweaksArray { get; set; } Property Value Type Description RetargetingLayer.JointRotationTweaks [] ProxyChangeCount Triggered if proxy transforms were recreated. Declaration public int ProxyChangeCount { get; } Property Value Type Description Int32 RetargetingConstraint Related retargeting constraint. Declaration public RetargetingAnimationConstraint RetargetingConstraint { get; set; } Property Value Type Description RetargetingAnimationConstraint RetargetingProcessors List of retargeting processors, which run in late update after retargeting and animation rigging. Declaration public List RetargetingProcessors { get; set; } Property Value Type Description List < RetargetingProcessor > SkeletonPostProcessingEv Triggers methods that can alter bone translations and rotations, before rendering and physics Declaration public RetargetingLayer.OVRSkeletonProcessor SkeletonPostProcessingEv { get; set; } Property Value Type Description RetargetingLayer.OVRSkeletonProcessor Methods AddProcessor(IOVRSkeletonProcessor) Adds given processor to this IOVRSkeletonProcessorAggregator Declaration public void AddProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor AddRetargetingProcessor(RetargetingProcessor) Add the specified retargeting processor. Declaration public void AddRetargetingProcessor(RetargetingProcessor processor) Parameters Type Name Description RetargetingProcessor processor The processor to be added. Awake() Declaration protected override void Awake() FillTransformArrays(List, List, List, List, List, List) Fills transform lists with meta data. Declaration public void FillTransformArrays(List sourceTransforms, List targetTransforms, List shouldUpdatePositions, List shouldUpdateRotations, List rotationOffsets, List rotationAdjustments) Parameters Type Name Description List < Transform > sourceTransforms Source transforms. List < Transform > targetTransforms Target transforms. List < Boolean > shouldUpdatePositions If joint positions should be updated or not. List < Boolean > shouldUpdateRotations If joint rotations should be updated or not. List < Quaternion > rotationOffsets Rotation offset per joint. List < Quaternion > rotationAdjustments Rotation tweak per joint. GetAnimatorTargetSkeleton() Returns the animator used for retargeting. Declaration public Animator GetAnimatorTargetSkeleton() Returns Type Description Animator The animator used for retargeting. GetCorrectionQuaternion(HumanBodyBones) Returns the correction quaternion for a human body bone, if it exists. Declaration public Quaternion? GetCorrectionQuaternion(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone The human body bone to check for. Returns Type Description Nullable < Quaternion > The correction quaternion for a human body bone. Returns null if it doesn't exist. GetCustomBoneIdToHumanBodyBone(BoneId) Returns the custom bone id to human body bone pairing, if it exists. Declaration public HumanBodyBones? GetCustomBoneIdToHumanBodyBone(BoneId boneId) Parameters Type Name Description BoneId boneId The bone id to check for. Returns Type Description Nullable < HumanBodyBones > The human body bone for a custom bone id. Returns null if it doesn't exist. GetFindAdjustment(HumanBodyBones) Returns the joint adjustment for a human body bone. Declaration public JointAdjustment GetFindAdjustment(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone The human body bone to check for. Returns Type Description JointAdjustment The joint adjustment for a human body bone. GetNumberOfTransformsRetargeted() Gets number of transforms being retargeted currently. This can change during initialization. Declaration public int GetNumberOfTransformsRetargeted() Returns Type Description Int32 Number of transforms with a valid correction quaternion. GetOriginalJoint(HumanBodyBones) Returns the original joint for a human body bone. Declaration public Transform GetOriginalJoint(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone The human body bone to check for. Returns Type Description Transform The original joint for a human body bone. GetRotationTweak(HumanBodyBones) Returns the rotation tweak for a human body bone. Declaration public Quaternion GetRotationTweak(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone The human body bone to check for. Returns Type Description Quaternion The rotation tweak for a human body bone. GetShouldUpdatePositionOfBone(HumanBodyBones) Returns true if the position of a human body bone should be updated. Declaration public bool GetShouldUpdatePositionOfBone(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone The human body bone to check for. Returns Type Description Boolean True if the position of a human body should be updated. LateUpdate() Allows fixing joints via the retargeting processors. The avatar does not allow precise finger positions even with translate DoF checked. Declaration protected virtual void LateUpdate() OnApplicationFocus(Boolean) Declaration protected virtual void OnApplicationFocus(bool hasFocus) Parameters Type Name Description Boolean hasFocus OnValidate() Declaration protected virtual void OnValidate() PrecomputeJointRotationTweaks() When the object's properties are modified, accumulate joint rotations and cache those values. This saves on computation when the tweaks field is used. Declaration protected virtual void PrecomputeJointRotationTweaks() RemoveProcessor(IOVRSkeletonProcessor) Removes given processor from IOVRSkeletonProcessorAggregator Declaration public void RemoveProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor ShouldUpdatePositionOfBone(HumanBodyBones) Declaration protected virtual bool ShouldUpdatePositionOfBone(HumanBodyBones humanBodyBone) Parameters Type Name Description HumanBodyBones humanBodyBone Returns Type Description Boolean Start() Initialize base class and also any variables required by this class, such as the positions and rotations of the character joints at rest pose. Declaration protected override void Start() Update() Declaration protected override void Update() UpdateAdjustments(Quaternion[], Boolean[], Boolean[], Quaternion[], AvatarMask) Update adjustment arrays. Declaration public void UpdateAdjustments(Quaternion[] rotationOffsets, bool[] shouldUpdatePositions, bool[] shouldUpdateRotations, Quaternion[] rotationAdjustments, AvatarMask avatarMask) Parameters Type Name Description Quaternion [] rotationOffsets Rotation offset per joint. Boolean [] shouldUpdatePositions If joint positions should be updated or not. Boolean [] shouldUpdateRotations If joint rotations should be updated or not. Quaternion [] rotationAdjustments Rotation tweak per joint AvatarMask avatarMask Mask to restrict retargeting. Implements IOVRSkeletonProcessorAggregator" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingLayer.JointPositionAdjustment.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingLayer.JointPositionAdjustment.html", + "title": "Class RetargetingLayer.JointPositionAdjustment | Unity-Movement Documentation", + "keywords": "Class RetargetingLayer.JointPositionAdjustment Joint position adjustment to be applied to corrected positions. Inheritance Object RetargetingLayer.JointPositionAdjustment Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class JointPositionAdjustment Fields FinalPosition The final position, post-animation constraints. Declaration public Vector3 FinalPosition Field Value Type Description Vector3 Joint Joint to adjust. Declaration public HumanBodyBones Joint Field Value Type Description HumanBodyBones OriginalPosition The original position, post-retargeting but before any other animation constraints. Declaration public Vector3 OriginalPosition Field Value Type Description Vector3 Methods GetPositionOffset() Get the difference between the original and final positions. Declaration public Vector3 GetPositionOffset() Returns Type Description Vector3 Position offset between the original and final positions." + }, + "api/Oculus.Movement.AnimationRigging.RetargetingLayer.JointRotationTweaks.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingLayer.JointRotationTweaks.html", + "title": "Class RetargetingLayer.JointRotationTweaks | Unity-Movement Documentation", + "keywords": "Class RetargetingLayer.JointRotationTweaks Allows one to adjust the per-joint rotation offsets computed between source (OVRBody) and target characters. To avoid gimbal lock, a series of rotations are permitted. Inheritance Object RetargetingLayer.JointRotationTweaks Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class JointRotationTweaks Fields Joint Joint to affect. Declaration public HumanBodyBones Joint Field Value Type Description HumanBodyBones RotationTweaks A series of rotation tweaks. Declaration public Quaternion[] RotationTweaks Field Value Type Description Quaternion []" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingLayer.OVRSkeletonProcessor.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingLayer.OVRSkeletonProcessor.html", + "title": "Delegate RetargetingLayer.OVRSkeletonProcessor | Unity-Movement Documentation", + "keywords": "Delegate RetargetingLayer.OVRSkeletonProcessor Callback that can adjust a given skeleton. Is the functional backend that implements IOVRSkeletonProcessorAggregator Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public delegate void OVRSkeletonProcessor(OVRSkeleton skeleton); Parameters Type Name Description OVRSkeleton skeleton" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingLayerEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingLayerEditor.html", + "title": "Class RetargetingLayerEditor | Unity-Movement Documentation", + "keywords": "Class RetargetingLayerEditor Custom editor for RetargetingLayer . Inheritance Object RetargetingLayerEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingLayerEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingProcessor.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingProcessor.html", + "title": "Class RetargetingProcessor | Unity-Movement Documentation", + "keywords": "Class RetargetingProcessor Inheritance Object RetargetingProcessor RetargetingProcessorCorrectBones RetargetingProcessorCorrectHand Implements IRetargetingProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class RetargetingProcessor : ScriptableObject, IRetargetingProcessor Fields Weight The weight of this processor. Declaration public float Weight Field Value Type Description Single Methods CopyData(RetargetingProcessor) Deep copy data from another processor to this processor. Declaration public virtual void CopyData(RetargetingProcessor source) Parameters Type Name Description RetargetingProcessor source The source processor to copy from. PrepareRetargetingProcessor(RetargetingLayer, IList) Prepare the retargeting processor; this is run after retargeting, but before any processors have run. Declaration public virtual void PrepareRetargetingProcessor(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. ProcessRetargetingLayer(RetargetingLayer, IList) Processes a RetargetingLayer ; this is run after retargeting and in order of processors. Declaration public virtual void ProcessRetargetingLayer(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. SetupRetargetingProcessor(RetargetingLayer) Setup the retargeting processor; this should only be run once. Declaration public virtual void SetupRetargetingProcessor(RetargetingLayer retargetingLayer) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. Implements IRetargetingProcessor" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectBones.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectBones.html", + "title": "Class RetargetingProcessorCorrectBones | Unity-Movement Documentation", + "keywords": "Class RetargetingProcessorCorrectBones Retargeting processor used to apply corrected bone positions from the retargeted animation job output. Inheritance Object RetargetingProcessor RetargetingProcessorCorrectBones Implements IRetargetingProcessor Inherited Members RetargetingProcessor.Weight RetargetingProcessor.SetupRetargetingProcessor(RetargetingLayer) RetargetingProcessor.PrepareRetargetingProcessor(RetargetingLayer, IList) Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public sealed class RetargetingProcessorCorrectBones : RetargetingProcessor, IRetargetingProcessor Properties CorrectPositionsLateUpdate Declaration public bool CorrectPositionsLateUpdate { get; set; } Property Value Type Description Boolean LeftHandCorrectionWeightLateUpdate Declaration public float LeftHandCorrectionWeightLateUpdate { get; set; } Property Value Type Description Single RightHandCorrectionWeightLateUpdate Declaration public float RightHandCorrectionWeightLateUpdate { get; set; } Property Value Type Description Single ShoulderCorrectionWeightLateUpdate Declaration public float ShoulderCorrectionWeightLateUpdate { get; set; } Property Value Type Description Single Methods CopyData(RetargetingProcessor) Deep copy data from another processor to this processor. Declaration public override void CopyData(RetargetingProcessor source) Parameters Type Name Description RetargetingProcessor source The source processor to copy from. Overrides RetargetingProcessor.CopyData(RetargetingProcessor) ProcessRetargetingLayer(RetargetingLayer, IList) Processes a RetargetingLayer ; this is run after retargeting and in order of processors. Declaration public override void ProcessRetargetingLayer(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. Overrides RetargetingProcessor.ProcessRetargetingLayer(RetargetingLayer, IList) Implements IRetargetingProcessor" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectHand.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectHand.html", + "title": "Class RetargetingProcessorCorrectHand | Unity-Movement Documentation", + "keywords": "Class RetargetingProcessorCorrectHand Retargeting processor used to fix the arm via an IK algorithm so that the retargeted hand position matches the tracked hand position. Inheritance Object RetargetingProcessor RetargetingProcessorCorrectHand Implements IRetargetingProcessor Inherited Members RetargetingProcessor.Weight Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public sealed class RetargetingProcessorCorrectHand : RetargetingProcessor, IRetargetingProcessor Properties Handedness Declaration public Handedness Handedness { get; set; } Property Value Type Description Handedness HandIKType Declaration public RetargetingProcessorCorrectHand.IKType HandIKType { get; set; } Property Value Type Description RetargetingProcessorCorrectHand.IKType IKIterations Declaration public int IKIterations { get; set; } Property Value Type Description Int32 IKTolerance Declaration public float IKTolerance { get; set; } Property Value Type Description Single MaxHandStretch Declaration public float MaxHandStretch { get; set; } Property Value Type Description Single MaxShoulderStretch Declaration public float MaxShoulderStretch { get; set; } Property Value Type Description Single Methods CopyData(RetargetingProcessor) Deep copy data from another processor to this processor. Declaration public override void CopyData(RetargetingProcessor source) Parameters Type Name Description RetargetingProcessor source The source processor to copy from. Overrides RetargetingProcessor.CopyData(RetargetingProcessor) PrepareRetargetingProcessor(RetargetingLayer, IList) Prepare the retargeting processor; this is run after retargeting, but before any processors have run. Declaration public override void PrepareRetargetingProcessor(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. Overrides RetargetingProcessor.PrepareRetargetingProcessor(RetargetingLayer, IList) ProcessRetargetingLayer(RetargetingLayer, IList) Processes a RetargetingLayer ; this is run after retargeting and in order of processors. Declaration public override void ProcessRetargetingLayer(RetargetingLayer retargetingLayer, IList ovrBones) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. IList < OVRBone > ovrBones The tracked OVR bones. Overrides RetargetingProcessor.ProcessRetargetingLayer(RetargetingLayer, IList) SetupRetargetingProcessor(RetargetingLayer) Setup the retargeting processor; this should only be run once. Declaration public override void SetupRetargetingProcessor(RetargetingLayer retargetingLayer) Parameters Type Name Description RetargetingLayer retargetingLayer The retargeting layer. Overrides RetargetingProcessor.SetupRetargetingProcessor(RetargetingLayer) Implements IRetargetingProcessor" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectHand.IKType.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingProcessorCorrectHand.IKType.html", + "title": "Enum RetargetingProcessorCorrectHand.IKType | Unity-Movement Documentation", + "keywords": "Enum RetargetingProcessorCorrectHand.IKType The types of IK available to be used. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public enum IKType Fields Name Description CCDIK None" + }, + "api/Oculus.Movement.AnimationRigging.RetargetingProcessorScriptableObjectDrawer.html": { + "href": "api/Oculus.Movement.AnimationRigging.RetargetingProcessorScriptableObjectDrawer.html", + "title": "Class RetargetingProcessorScriptableObjectDrawer | Unity-Movement Documentation", + "keywords": "Class RetargetingProcessorScriptableObjectDrawer Extends how RetargetingProcessorScriptableObject object references are displayed in the inspector Shows you all values under the object reference Also provides a button to create a new ScriptableObject if property is null. Inheritance Object RetargetingProcessorScriptableObjectDrawer Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class RetargetingProcessorScriptableObjectDrawer : PropertyDrawer Methods GetPropertyHeight(SerializedProperty, GUIContent) Declaration public override float GetPropertyHeight(SerializedProperty property, GUIContent label) Parameters Type Name Description SerializedProperty property GUIContent label Returns Type Description Single OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.AnimationRigging.RiggingUtilities.html": { + "href": "api/Oculus.Movement.AnimationRigging.RiggingUtilities.html", + "title": "Class RiggingUtilities | Unity-Movement Documentation", + "keywords": "Class RiggingUtilities Provides convenient methods and occasional extensions to assist with animation rigging work. Inheritance Object RiggingUtilities Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public static class RiggingUtilities Methods DivideVector3(Vector3, Vector3) Returns the result of diving a Vector3 by another Vector3. Declaration public static Vector3 DivideVector3(Vector3 dividend, Vector3 divisor) Parameters Type Name Description Vector3 dividend The Vector3 dividend. Vector3 divisor The Vector3 divisor. Returns Type Description Vector3 The divided Vector3. FindBoneTransformAnimator(Animator, OVRSkeleton.BoneId, Boolean) Find bone transform from based on . Declaration public static Transform FindBoneTransformAnimator(Animator animator, OVRSkeleton.BoneId boneId, bool isFullBody) Parameters Type Name Description Animator animator to query. OVRSkeleton.BoneId boneId of transform to find. Boolean isFullBody If is full body bone or not. Returns Type Description Transform FindBoneTransformFromCustomSkeleton(OVRCustomSkeleton, OVRSkeleton.BoneId) Find bone transform from assuming it has a transform corresponding to . Declaration public static Transform FindBoneTransformFromCustomSkeleton(OVRCustomSkeleton skeleton, OVRSkeleton.BoneId boneId) Parameters Type Name Description OVRCustomSkeleton skeleton to query. OVRSkeleton.BoneId boneId of transform to find. Returns Type Description Transform FindBoneTransformFromSkeleton(OVRSkeleton, OVRSkeleton.BoneId, Boolean) Find bone transform from assuming it has a transform corresponding to . Declaration public static Transform FindBoneTransformFromSkeleton(OVRSkeleton skeleton, OVRSkeleton.BoneId boneId, bool isBindPose = false) Parameters Type Name Description OVRSkeleton skeleton to query. OVRSkeleton.BoneId boneId of transform to find. Boolean isBindPose If bone is obtained via bind pose. Returns Type Description Transform Bone transform. IsFiniteVector3(Vector3) Returns true if this vector3 is finite and not NaN. Declaration public static bool IsFiniteVector3(Vector3 v) Parameters Type Name Description Vector3 v The Vector3 to be checked. Returns Type Description Boolean True if valid. Vector3IsNonZero(Vector3) Returns true if this Vector3 contains no zero values. Declaration public static bool Vector3IsNonZero(Vector3 v) Parameters Type Name Description Vector3 v The Vector3 to test Returns Type Description Boolean True if this Vector3 contains no zero values." + }, + "api/Oculus.Movement.AnimationRigging.SkeletonHandAdjustment.HandBodyJointPair.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonHandAdjustment.HandBodyJointPair.html", + "title": "Struct SkeletonHandAdjustment.HandBodyJointPair | Unity-Movement Documentation", + "keywords": "Struct SkeletonHandAdjustment.HandBodyJointPair Named tuple data structure for mapping between Body and Hand indexes Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct HandBodyJointPair Constructors HandBodyJointPair(HandJointId, BodyJointId) Declaration public HandBodyJointPair(HandJointId hand, BodyJointId body) Parameters Type Name Description HandJointId hand BodyJointId body Fields body Declaration public BodyJointId body Field Value Type Description BodyJointId hand Declaration public HandJointId hand Field Value Type Description HandJointId LeftHandBodyJointPairs List of Hand/Body ID key/value pairs. Used when translating Left Hand joints to match Body joints. Ordered by Hand joint index. Declaration public static readonly SkeletonHandAdjustment.HandBodyJointPair[] LeftHandBodyJointPairs Field Value Type Description SkeletonHandAdjustment.HandBodyJointPair [] RightHandBodyJointPairs List of Hand/Body ID key/value pairs. Used when translating Right Hand joints to match Body joints. Ordered by Hand joint index. Declaration public static readonly SkeletonHandAdjustment.HandBodyJointPair[] RightHandBodyJointPairs Field Value Type Description SkeletonHandAdjustment.HandBodyJointPair [] Operators Implicit((HandJointId hand, BodyJointId body) to SkeletonHandAdjustment.HandBodyJointPair) Used for anonymous tuple conversion Declaration public static implicit operator SkeletonHandAdjustment.HandBodyJointPair((HandJointId hand, BodyJointId body) tuple) Parameters Type Name Description (T1, T2) < HandJointId , BodyJointId > tuple Returns Type Description SkeletonHandAdjustment.HandBodyJointPair" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonHandAdjustment.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonHandAdjustment.html", + "title": "Class SkeletonHandAdjustment | Unity-Movement Documentation", + "keywords": "Class SkeletonHandAdjustment A filter for skeleton data that will apply a hand pose. Use this script to apply a hand pose from Interaction SDK onto a skeleton that can be modified by Inheritance Object SkeletonProcessorBehaviour SkeletonHandAdjustment Implements IOVRSkeletonProcessor Inherited Members SkeletonProcessorBehaviour.SkeletonProcessorLabel SkeletonProcessorBehaviour.EnableSkeletonProcessing SkeletonProcessorBehaviour.DefaultLabel(IOVRSkeletonProcessor) Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class SkeletonHandAdjustment : SkeletonProcessorBehaviour, IOVRSkeletonProcessor Fields _cameraRig Should be the OVRCameraRig, which ISDK hands will offset to follow when this process is HandsAreOffset . Declaration protected Transform _cameraRig Field Value Type Description Transform _hand ISDK Hand source. Can be Synthetic hand Declaration protected UnityEngine.Object _hand Field Value Type Description UnityEngine.Object _handsAreOffset If the camera rig moves but the body is stationary, this should be true. If the camera rig and body move together, this can stay false. Declaration protected bool _handsAreOffset Field Value Type Description Boolean _ihand The proper used to adjust the skeleton in this process Declaration protected IHand _ihand Field Value Type Description IHand Properties Hand Declaration public IHand Hand { get; } Property Value Type Description IHand HandsAreOffset If the camera rig moves but the body is stationary, this should be true If the camera rig and body move together, this can stay false Declaration public bool HandsAreOffset { get; set; } Property Value Type Description Boolean Methods ProcessSkeleton(OVRSkeleton) Applies hand joint position and rotation to the given OVRSkeleton data Declaration public override void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton Overrides SkeletonProcessorBehaviour.ProcessSkeleton(OVRSkeleton) Start() Initializes according to handedness of _hand Declaration protected void Start() Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregator.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregator.html", + "title": "Class SkeletonProcessAggregator | Unity-Movement Documentation", + "keywords": "Class SkeletonProcessAggregator IOVRSkeletonProcessorAggregator Component with Editor UI Inheritance Object SkeletonProcessAggregator Implements IOVRSkeletonProcessor IOVRSkeletonProcessorAggregator Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class SkeletonProcessAggregator : MonoBehaviour, IOVRSkeletonProcessor, IOVRSkeletonProcessorAggregator Fields _autoAddTo The IOVRSkeletonProcessorAggregator to give self to Declaration protected UnityEngine.Object _autoAddTo Field Value Type Description UnityEngine.Object Properties EnableSkeletonProcessing Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean SkeletonProcessorLabel Declaration public string SkeletonProcessorLabel { get; } Property Value Type Description String SkeletonProcessors Declaration public List SkeletonProcessors { get; set; } Property Value Type Description List < SkeletonProcessAggregator.Item > Methods AddProcessor(IOVRSkeletonProcessor) Adds a IOVRSkeletonProcessor to the list Declaration public void AddProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor ProcessSkeleton(OVRSkeleton) Declaration public virtual void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton RemoveProcessor(Component) Removes the given IOVRSkeletonProcessor from the list, if it is valid Declaration public void RemoveProcessor(Component processorComponent) Parameters Type Name Description Component processorComponent RemoveProcessor(IOVRSkeletonProcessor) Removes the given IOVRSkeletonProcessor from the list Declaration public void RemoveProcessor(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor RemoveProcessorsInTransform(Transform) Removes the IOVRSkeletonProcessor in this Transform from the list Declaration public void RemoveProcessorsInTransform(Transform processorObject) Parameters Type Name Description Transform processorObject Implements IOVRSkeletonProcessor IOVRSkeletonProcessorAggregator" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregator.Item.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregator.Item.html", + "title": "Class SkeletonProcessAggregator.Item | Unity-Movement Documentation", + "keywords": "Class SkeletonProcessAggregator.Item Abstraction layer for the Unity Editor to manipulate IOVRSkeletonProcessor s Inheritance Object SkeletonProcessAggregator.Item Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class Item Constructors Item(IOVRSkeletonProcessor) Declaration public Item(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor Fields Processor Declaration public UnityEngine.Object Processor Field Value Type Description UnityEngine.Object Properties IProcessor Declaration public IOVRSkeletonProcessor IProcessor { get; } Property Value Type Description IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregatorEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonProcessAggregatorEditor.html", + "title": "Class SkeletonProcessAggregatorEditor | Unity-Movement Documentation", + "keywords": "Class SkeletonProcessAggregatorEditor Inheritance Object SkeletonProcessAggregatorEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class SkeletonProcessAggregatorEditor : OVRSkeletonEditor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonProcessorBehaviour.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonProcessorBehaviour.html", + "title": "Class SkeletonProcessorBehaviour | Unity-Movement Documentation", + "keywords": "Class SkeletonProcessorBehaviour A common base class for s. Allows common editor UI Drawer. Inheritance Object SkeletonProcessorBehaviour SkeletonHandAdjustment Implements IOVRSkeletonProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class SkeletonProcessorBehaviour : MonoBehaviour, IOVRSkeletonProcessor Properties EnableSkeletonProcessing Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean SkeletonProcessorLabel Declaration public virtual string SkeletonProcessorLabel { get; } Property Value Type Description String Methods DefaultLabel(IOVRSkeletonProcessor) Declaration public static string DefaultLabel(IOVRSkeletonProcessor processor) Parameters Type Name Description IOVRSkeletonProcessor processor Returns Type Description String ProcessSkeleton(OVRSkeleton) Applies hand joint position and rotation to the given OVRSkeleton data Declaration public virtual void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonTranslateProcessor.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonTranslateProcessor.html", + "title": "Class SkeletonTranslateProcessor | Unity-Movement Documentation", + "keywords": "Class SkeletonTranslateProcessor Use this script to pull the skeleton's bones to follow this transform. If a tracked skeleton's rigged-mesh transform is stationary, this script will translate the skeleton's apparent position/rotation to this object. More context: If a rigged mesh is stationary, but the OVRCameraRig is moving, put this script on an object moving with the OVRCameraRig, and have the SkeletonPostprocessing of the retargeting layer use this script's SkeletonPostprocess function Inheritance Object SkeletonTranslateProcessor Implements IOVRSkeletonProcessor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class SkeletonTranslateProcessor : MonoBehaviour, IOVRSkeletonProcessor Properties EnableSkeletonProcessing Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean SkeletonProcessorLabel Declaration public string SkeletonProcessorLabel { get; } Property Value Type Description String Methods ProcessSkeleton(OVRSkeleton) Applies transform position and rotation to the given OVRSkeleton data Declaration public void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton Start() Start method ensures toggle in Unity editor for this script Declaration protected void Start() Implements IOVRSkeletonProcessor" + }, + "api/Oculus.Movement.AnimationRigging.SkeletonTranslateProcessor.NotifyOnChange.html": { + "href": "api/Oculus.Movement.AnimationRigging.SkeletonTranslateProcessor.NotifyOnChange.html", + "title": "Class SkeletonTranslateProcessor.NotifyOnChange | Unity-Movement Documentation", + "keywords": "Class SkeletonTranslateProcessor.NotifyOnChange Module for updating objects that care if this processor is working Inheritance Object SkeletonTranslateProcessor.NotifyOnChange Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public class NotifyOnChange Fields AlternativeCharacterMover The bone-containing animator that follows the player transform or moves back to it's neutral position/rotation. Declaration public TransformsFollowMe AlternativeCharacterMover Field Value Type Description TransformsFollowMe hands Notifies that HandsAreOffset should change when this object adjusts bone positioning behavior. Declaration public SkeletonHandAdjustment[] hands Field Value Type Description SkeletonHandAdjustment [] OnDisable Declaration public UnityEvent OnDisable Field Value Type Description UnityEvent OnEnable Declaration public UnityEvent OnEnable Field Value Type Description UnityEvent Methods Disable() Declaration public void Disable() Enable() Declaration public void Enable()" + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionConstraint.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionConstraint.html", + "title": "Class TwistDistributionConstraint | Unity-Movement Documentation", + "keywords": "Class TwistDistributionConstraint Twist Distribution constraint. This should be enabled to begin with, so that it can compute metadata before the character can begin animating. Inheritance Object TwistDistributionConstraint Implements IOVRSkeletonConstraint Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class TwistDistributionConstraint : RigConstraint>, IOVRSkeletonConstraint Methods RegenerateData() Regenerate any data for the constraint when it's being recreated. Declaration public void RegenerateData() Implements IOVRSkeletonConstraint" + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionConstraintEditor.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionConstraintEditor.html", + "title": "Class TwistDistributionConstraintEditor | Unity-Movement Documentation", + "keywords": "Class TwistDistributionConstraintEditor Custom editor for the twist distribution constraint. Inheritance Object TwistDistributionConstraintEditor Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class TwistDistributionConstraintEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionData.Axis.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionData.Axis.html", + "title": "Enum TwistDistributionData.Axis | Unity-Movement Documentation", + "keywords": "Enum TwistDistributionData.Axis Axis type for TwistDistribution. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public enum Axis Fields Name Description X X Axis. Y Y Axis. Z Z Axis." + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionData.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionData.html", + "title": "Struct TwistDistributionData | Unity-Movement Documentation", + "keywords": "Struct TwistDistributionData Twist distribution data used by the twist distribution job. Implements the twist distribution data interface. Implements ITwistDistributionData Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax [Serializable] public struct TwistDistributionData : ITwistDistributionData Methods AssignAnimator(Animator) Assign the Animator component. Declaration public void AssignAnimator(Animator animator) Parameters Type Name Description Animator animator AssignOVRSkeleton(OVRCustomSkeleton) Assign the OVR Skeleton component. Declaration public void AssignOVRSkeleton(OVRCustomSkeleton skeleton) Parameters Type Name Description OVRCustomSkeleton skeleton The OVRSkeleton to be assigned. AssignSegments(Transform, Transform, Transform) Assign segments Declaration public void AssignSegments(Transform segmentStart, Transform segmentEnd, Transform segmentUp) Parameters Type Name Description Transform segmentStart Transform segmentEnd Transform segmentUp AssignTwistNodes(Transform[]) Assign twist nodes. Declaration public void AssignTwistNodes(Transform[] twistNodes) Parameters Type Name Description Transform [] twistNodes Twist node transforms. ComputeTwistNodeData() Computes twist node data required for constraint to work. Declaration public void ComputeTwistNodeData() IsBoneTransformsDataValid() Indicates if bone transforms are valid or not. Declaration public bool IsBoneTransformsDataValid() Returns Type Description Boolean True if bone transforms are valid, false if not. Explicit Interface Implementations ITwistDistributionData.ConstraintAnimator The Animator component for the character. Declaration readonly Animator ITwistDistributionData.ConstraintAnimator { get; } Returns Type Description Animator ITwistDistributionData.ConstraintSkeleton The OVR Skeleton component for the character. Declaration readonly OVRCustomSkeleton ITwistDistributionData.ConstraintSkeleton { get; } Returns Type Description OVRCustomSkeleton ITwistDistributionData.SegmentEnd The target transform containing the twist (like a wrist). Declaration readonly Transform ITwistDistributionData.SegmentEnd { get; } Returns Type Description Transform ITwistDistributionData.SegmentStart The start transform on the opposite side of the twist source (like an elbow). Declaration readonly Transform ITwistDistributionData.SegmentStart { get; } Returns Type Description Transform ITwistDistributionData.SegmentUp Optional. Assign a different transform to be used for the Segment End up vector. Declaration readonly Transform ITwistDistributionData.SegmentUp { get; } Returns Type Description Transform ITwistDistributionData.ShouldUpdate If true, update this job. Declaration bool ITwistDistributionData.ShouldUpdate { get; set; } Returns Type Description Boolean ITwistDistributionData.TwistForwardAxis The twist forward axis. Declaration readonly Vector3 ITwistDistributionData.TwistForwardAxis { get; } Returns Type Description Vector3 ITwistDistributionData.TwistNodes The array of twist joints and their weights to be affected by the source transform's rotation. Declaration readonly WeightedTransformArray ITwistDistributionData.TwistNodes { get; } Returns Type Description WeightedTransformArray ITwistDistributionData.TwistNodeSpacings The proportional space between each twist node. Declaration readonly float[] ITwistDistributionData.TwistNodeSpacings { get; } Returns Type Description Single [] ITwistDistributionData.TwistNodesProperty The name of the twist nodes weighted transform array property. Declaration readonly string ITwistDistributionData.TwistNodesProperty { get; } Returns Type Description String ITwistDistributionData.TwistNodeUps The array of twist node up directions. Declaration readonly Vector3[] ITwistDistributionData.TwistNodeUps { get; } Returns Type Description Vector3 [] ITwistDistributionData.TwistUpAxis The twist up axis. Declaration readonly Vector3 ITwistDistributionData.TwistUpAxis { get; } Returns Type Description Vector3 Implements ITwistDistributionData" + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionJob.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionJob.html", + "title": "Struct TwistDistributionJob | Unity-Movement Documentation", + "keywords": "Struct TwistDistributionJob The TwistDistribution job. Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public struct TwistDistributionJob Fields DeltaTime The array containing 1 element for the current delta time. Declaration public NativeArray DeltaTime Field Value Type Description NativeArray < Single > SegmentDirections Buffer used to store segment direction during job execution. Declaration public NativeArray SegmentDirections Field Value Type Description NativeArray < Vector3 > SegmentUpAxis List of segment up for twist nodes. Declaration public NativeArray SegmentUpAxis Field Value Type Description NativeArray < Vector3 > SpacingBuffer Buffer used to store spacing during job execution. Declaration public NativeArray SpacingBuffer Field Value Type Description NativeArray < Single > SpacingPositions Buffer used to store spacing positions job execution. Declaration public NativeArray SpacingPositions Field Value Type Description NativeArray < Vector3 > TwistAxisOffset The twist axis offset. Declaration public Quaternion TwistAxisOffset Field Value Type Description Quaternion TwistBindRotations List of cached local rotation for twist nodes. Declaration public NativeArray TwistBindRotations Field Value Type Description NativeArray < Quaternion > TwistSource The transform handle for the twist source. Declaration public ReadOnlyTransformHandle TwistSource Field Value Type Description ReadOnlyTransformHandle TwistTransforms List of Transform handles for the twist nodes. Declaration public NativeArray TwistTransforms Field Value Type Description NativeArray < ReadWriteTransformHandle > TwistUpDirections List of initial up for twist nodes. Declaration public NativeArray TwistUpDirections Field Value Type Description NativeArray < Vector3 > TwistWeights List of weights for the twist nodes. Declaration public NativeArray TwistWeights Field Value Type Description NativeArray < PropertyStreamHandle > WeightBuffer Buffer used to store weights during job execution. Declaration public NativeArray WeightBuffer Field Value Type Description NativeArray < Single > Properties jobWeight Job weight. Declaration public FloatProperty jobWeight { readonly get; set; } Property Value Type Description FloatProperty Methods ProcessAnimation(AnimationStream) Defines what to do when processing the animation. Declaration public void ProcessAnimation(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on. ProcessRootMotion(AnimationStream) Defines what to do when processing the root motion. Declaration public void ProcessRootMotion(AnimationStream stream) Parameters Type Name Description AnimationStream stream The animation stream to work on." + }, + "api/Oculus.Movement.AnimationRigging.TwistDistributionJobBinder-1.html": { + "href": "api/Oculus.Movement.AnimationRigging.TwistDistributionJobBinder-1.html", + "title": "Class TwistDistributionJobBinder | Unity-Movement Documentation", + "keywords": "Class TwistDistributionJobBinder The TwistDistribution job binder. Inheritance Object TwistDistributionJobBinder Namespace : Oculus.Movement.AnimationRigging Assembly : cs.temp.dll.dll Syntax public class TwistDistributionJobBinder : AnimationJobBinder where T : struct, IAnimationJobData, ITwistDistributionData Type Parameters Name Description T The constraint data type Methods Create(Animator, ref T, Component) Declaration public override TwistDistributionJob Create(Animator animator, ref T data, Component component) Parameters Type Name Description Animator animator T data Component component Returns Type Description TwistDistributionJob Destroy(TwistDistributionJob) Destroy the job and clean up arrays. Declaration public override void Destroy(TwistDistributionJob job) Parameters Type Name Description TwistDistributionJob job The job that is being destroyed. Update(TwistDistributionJob, ref T) Update job with component information. Declaration public override void Update(TwistDistributionJob job, ref T data) Parameters Type Name Description TwistDistributionJob job T data" + }, + "api/Oculus.Movement.Effects.CompareVectorHashes.html": { + "href": "api/Oculus.Movement.Effects.CompareVectorHashes.html", + "title": "Class CompareVectorHashes | Unity-Movement Documentation", + "keywords": "Class CompareVectorHashes Generates a bunch of vertices that are close to each other. Compares how hash sets consolidate the two. One is based on Unity's generic Vector3 hash function while another is based on a fancier VertexKey structure. Unity's can be found here: https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Math/Vector3.cs#L229 Inheritance Object CompareVectorHashes Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class CompareVectorHashes : MonoBehaviour Fields _marginOfError Margin of error used to generate random vertex positions. The closer in value, the more stringent the test. Declaration protected float _marginOfError Field Value Type Description Single _numVerticesToTest Number of vertices to test with hashes. Declaration protected int _numVerticesToTest Field Value Type Description Int32 Methods CompareHashesAgainstEachOther() Test hashes against each other and log output. Declaration public void CompareHashesAgainstEachOther()" + }, + "api/Oculus.Movement.Effects.CompareVectorHashesEditor.html": { + "href": "api/Oculus.Movement.Effects.CompareVectorHashesEditor.html", + "title": "Class CompareVectorHashesEditor | Unity-Movement Documentation", + "keywords": "Class CompareVectorHashesEditor Custom editor class for comparing vector hashes. Inheritance Object CompareVectorHashesEditor Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class CompareVectorHashesEditor : Editor Methods OnInspectorGUI() Defines the look of the script's GUI. Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Effects.HandDeformation.FingerInfo.html": { + "href": "api/Oculus.Movement.Effects.HandDeformation.FingerInfo.html", + "title": "Class HandDeformation.FingerInfo | Unity-Movement Documentation", + "keywords": "Class HandDeformation.FingerInfo Finger class used for deformation. Inheritance Object HandDeformation.FingerInfo Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax [Serializable] public class FingerInfo Constructors FingerInfo(Transform, Transform, OVRSkeleton.BoneId, OVRSkeleton.BoneId) Main constructor. Declaration public FingerInfo(Transform startTransform, Transform endTransform, OVRSkeleton.BoneId startBoneId, OVRSkeleton.BoneId endBoneId) Parameters Type Name Description Transform startTransform Start transform for finger. Transform endTransform End transform for finger. OVRSkeleton.BoneId startBoneId OVRSkeleton.BoneId endBoneId Id of start bone. Fields EndBoneId The end transform bone id. Declaration public OVRSkeleton.BoneId EndBoneId Field Value Type Description OVRSkeleton.BoneId EndBoneTransform The end bone transform. Declaration public Transform EndBoneTransform Field Value Type Description Transform EndPosOffset The position offset based on local space to apply. Declaration public Vector3 EndPosOffset Field Value Type Description Vector3 EndRotOffset The rotation offset to apply. Declaration public Quaternion EndRotOffset Field Value Type Description Quaternion StartBoneId The start transform bone id. Declaration public OVRSkeleton.BoneId StartBoneId Field Value Type Description OVRSkeleton.BoneId StartBoneTransform The start bone transform. Declaration public Transform StartBoneTransform Field Value Type Description Transform Methods UpdateBonePosition(Boolean, Single) Updates the end bone transform position with the direction and distance added to the start bone transform position. Declaration public void UpdateBonePosition(bool useMoveTowards, float moveSpeed) Parameters Type Name Description Boolean useMoveTowards True if we should move towards the target position. Single moveSpeed The move towards speed. UpdateDirection() Updates the direction from the start to the end bone transform. Declaration public void UpdateDirection() UpdateDistance() Updates the distance between the start and end bone transforms. Declaration public void UpdateDistance() UpdateRotationBasedOnOffset() Update rotation based on offset relative to bind pose. Declaration public void UpdateRotationBasedOnOffset()" + }, + "api/Oculus.Movement.Effects.HandDeformation.FingerOffset.html": { + "href": "api/Oculus.Movement.Effects.HandDeformation.FingerOffset.html", + "title": "Class HandDeformation.FingerOffset | Unity-Movement Documentation", + "keywords": "Class HandDeformation.FingerOffset Finger offset class used for deformation. Inheritance Object HandDeformation.FingerOffset Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax [Serializable] public class FingerOffset Fields FingerId The id of the finger to apply the offset to. Declaration public OVRSkeleton.BoneId FingerId Field Value Type Description OVRSkeleton.BoneId FingerPosOffset The finger position offset. Declaration public Vector3 FingerPosOffset Field Value Type Description Vector3 FingerRotOffset The finger rotation offset. Declaration public Vector3 FingerRotOffset Field Value Type Description Vector3" + }, + "api/Oculus.Movement.Effects.HandDeformation.html": { + "href": "api/Oculus.Movement.Effects.HandDeformation.html", + "title": "Class HandDeformation | Unity-Movement Documentation", + "keywords": "Class HandDeformation Used to try to maintain the same proportions in the fingers for both hands. Inheritance Object HandDeformation Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class HandDeformation : MonoBehaviour Fields _copyFingerDataInUpdate If true, copy the finger offsets data into FingerInfo during every update. Declaration protected bool _copyFingerDataInUpdate Field Value Type Description Boolean _customSkeleton Custom skeleton to reference. Declaration protected OVRCustomSkeleton _customSkeleton Field Value Type Description OVRCustomSkeleton _fingerOffsets The array of finger offsets to be applied. Declaration protected HandDeformation.FingerOffset[] _fingerOffsets Field Value Type Description HandDeformation.FingerOffset [] Methods Awake() Initialize the finger offsets. Declaration protected void Awake() LateUpdate() Apply the finger offsets. Declaration protected void LateUpdate()" + }, + "api/Oculus.Movement.Effects.html": { + "href": "api/Oculus.Movement.Effects.html", + "title": "Namespace Oculus.Movement.Effects | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement.Effects Classes CompareVectorHashes Generates a bunch of vertices that are close to each other. Compares how hash sets consolidate the two. One is based on Unity's generic Vector3 hash function while another is based on a fancier VertexKey structure. Unity's can be found here: https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Math/Vector3.cs#L229 CompareVectorHashesEditor Custom editor class for comparing vector hashes. HandDeformation Used to try to maintain the same proportions in the fingers for both hands. HandDeformation.FingerInfo Finger class used for deformation. HandDeformation.FingerOffset Finger offset class used for deformation. LateMirroredObject Mirrors an object by copying its local transformation values. LateMirroredObject.MirroredTransformPair Contains information about a mirrored transform pair. LateMirroredObjectEditor Custom editor for late mirrored object. LateMirroredSkeleton Mirrors a skeleton by copying its local transformation values. LateMirroredSkeleton.MirroredBonePair Contains information about a mirrored bone pair. LateMirroredSkeletonEditor Custom editor for late mirrored skeleton. MacroFacialExpressionDetector This rudimentary macro expression detector (macro being smile, etc). It is not meant to be robust or advanced. MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs State change event args for macro expression. MatrixUtils Convenient methods that extend the functionality of Matrix. MirrorTransformation Applies mirror's transformation to an object that needs to be reflected. NormalRecalculator A utility class used to recalculate normals on the GPU or CPU, if the former can't do it. RecalculateNormals Uses original skinned mesh renderer to drive a skinned mesh renderer with recalculated normals. SmileEffect Reacts to smile detection by modifying the face material on the Aura asset. Structs VertexKey Class used to hash vertices reliably. CompareVectorHashes class is used to test its reliability against Unity's default hashing of vertices. Enums MacroFacialExpressionDetector.MacroExpressionState States for macro expressions test for. MacroFacialExpressionDetector.MacroExpressionType A list of macro expressions to test against." + }, + "api/Oculus.Movement.Effects.LateMirroredObject.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredObject.html", + "title": "Class LateMirroredObject | Unity-Movement Documentation", + "keywords": "Class LateMirroredObject Mirrors an object by copying its local transformation values. Inheritance Object LateMirroredObject Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class LateMirroredObject : MonoBehaviour Fields _mirroredTransformPairs The array of mirrored transform pairs. Declaration protected LateMirroredObject.MirroredTransformPair[] _mirroredTransformPairs Field Value Type Description LateMirroredObject.MirroredTransformPair [] _mirrorScale Mirror scale. Declaration protected bool _mirrorScale Field Value Type Description Boolean _myTransform The target transform which transform values are being mirrored to. Declaration protected Transform _myTransform Field Value Type Description Transform _transformToCopy The transform which transform values are being mirrored from. Declaration protected Transform _transformToCopy Field Value Type Description Transform Properties MirroredTransform Returns the mirrored transform. Declaration public Transform MirroredTransform { get; } Property Value Type Description Transform OriginalTransform Returns the original transform. Declaration public Transform OriginalTransform { get; } Property Value Type Description Transform" + }, + "api/Oculus.Movement.Effects.LateMirroredObject.MirroredTransformPair.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredObject.MirroredTransformPair.html", + "title": "Class LateMirroredObject.MirroredTransformPair | Unity-Movement Documentation", + "keywords": "Class LateMirroredObject.MirroredTransformPair Contains information about a mirrored transform pair. Inheritance Object LateMirroredObject.MirroredTransformPair Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax [Serializable] public class MirroredTransformPair Fields MirroredTransform The mirrored transform. Declaration public Transform MirroredTransform Field Value Type Description Transform Name The name of the mirrored transform pair. Declaration public string Name Field Value Type Description String OriginalTransform The original transform. Declaration public Transform OriginalTransform Field Value Type Description Transform" + }, + "api/Oculus.Movement.Effects.LateMirroredObjectEditor.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredObjectEditor.html", + "title": "Class LateMirroredObjectEditor | Unity-Movement Documentation", + "keywords": "Class LateMirroredObjectEditor Custom editor for late mirrored object. Inheritance Object LateMirroredObjectEditor Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class LateMirroredObjectEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Effects.LateMirroredSkeleton.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredSkeleton.html", + "title": "Class LateMirroredSkeleton | Unity-Movement Documentation", + "keywords": "Class LateMirroredSkeleton Mirrors a skeleton by copying its local transformation values. Inheritance Object LateMirroredSkeleton Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class LateMirroredSkeleton : MonoBehaviour Fields _mirroredBonePairs The array of mirrored bone pairs. Declaration protected LateMirroredSkeleton.MirroredBonePair[] _mirroredBonePairs Field Value Type Description LateMirroredSkeleton.MirroredBonePair [] _mySkeleton The target skeleton which transform values are being mirrored to. Declaration protected OVRCustomSkeleton _mySkeleton Field Value Type Description OVRCustomSkeleton _skeletonToCopy The skeleton which transform values are being mirrored from. Declaration protected OVRCustomSkeleton _skeletonToCopy Field Value Type Description OVRCustomSkeleton Properties MirroredSkeleton Returns the mirrored skeleton. Declaration public OVRCustomSkeleton MirroredSkeleton { get; } Property Value Type Description OVRCustomSkeleton OriginalSkeleton Returns the original skeleton that the mirrored skeleton is mirroring. Declaration public OVRCustomSkeleton OriginalSkeleton { get; } Property Value Type Description OVRCustomSkeleton" + }, + "api/Oculus.Movement.Effects.LateMirroredSkeleton.MirroredBonePair.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredSkeleton.MirroredBonePair.html", + "title": "Class LateMirroredSkeleton.MirroredBonePair | Unity-Movement Documentation", + "keywords": "Class LateMirroredSkeleton.MirroredBonePair Contains information about a mirrored bone pair. Inheritance Object LateMirroredSkeleton.MirroredBonePair Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax [Serializable] public class MirroredBonePair Fields MirroredBone The mirrored bone. Declaration public Transform MirroredBone Field Value Type Description Transform Name The name of the mirrored bone pair. Declaration public string Name Field Value Type Description String OriginalBone The original bone. Declaration public Transform OriginalBone Field Value Type Description Transform ShouldBeReparented If true, this mirrored bone should be reparented to match the original bone. Declaration public bool ShouldBeReparented Field Value Type Description Boolean" + }, + "api/Oculus.Movement.Effects.LateMirroredSkeletonEditor.html": { + "href": "api/Oculus.Movement.Effects.LateMirroredSkeletonEditor.html", + "title": "Class LateMirroredSkeletonEditor | Unity-Movement Documentation", + "keywords": "Class LateMirroredSkeletonEditor Custom editor for late mirrored skeleton. Inheritance Object LateMirroredSkeletonEditor Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class LateMirroredSkeletonEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.html": { + "href": "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.html", + "title": "Class MacroFacialExpressionDetector | Unity-Movement Documentation", + "keywords": "Class MacroFacialExpressionDetector This rudimentary macro expression detector (macro being smile, etc). It is not meant to be robust or advanced. Inheritance Object MacroFacialExpressionDetector Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class MacroFacialExpressionDetector : MonoBehaviour Fields _ovrFaceExpressions OVRFaceExpressions component. Declaration protected OVRFaceExpressions _ovrFaceExpressions Field Value Type Description OVRFaceExpressions Properties MacroExpressionTypeToStrength Returns the strength of a macro expression. Declaration public Dictionary MacroExpressionTypeToStrength { get; } Property Value Type Description Dictionary < MacroFacialExpressionDetector.MacroExpressionType , Single > Events MacroExpressionStateChange Fires when expressions state changes. Declaration public event Action MacroExpressionStateChange Event Type Type Description Action < MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs >" + }, + "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionState.html": { + "href": "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionState.html", + "title": "Enum MacroFacialExpressionDetector.MacroExpressionState | Unity-Movement Documentation", + "keywords": "Enum MacroFacialExpressionDetector.MacroExpressionState States for macro expressions test for. Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public enum MacroExpressionState Fields Name Description Active When state becomes active. Inactive When state becomes inactive. Maintain When state maintains itself." + }, + "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs.html": { + "href": "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs.html", + "title": "Class MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs | Unity-Movement Documentation", + "keywords": "Class MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs State change event args for macro expression. Inheritance Object MacroFacialExpressionDetector.MacroExpressionStateChangeEventArgs Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class MacroExpressionStateChangeEventArgs Constructors MacroExpressionStateChangeEventArgs(MacroFacialExpressionDetector.MacroExpressionType, MacroFacialExpressionDetector.MacroExpressionState, MacroFacialExpressionDetector.MacroExpressionState, Single) Constructor for MacroExpressionStateChangeEventArgs. Declaration public MacroExpressionStateChangeEventArgs(MacroFacialExpressionDetector.MacroExpressionType expression, MacroFacialExpressionDetector.MacroExpressionState state, MacroFacialExpressionDetector.MacroExpressionState previousState, float minExpressionValue) Parameters Type Name Description MacroFacialExpressionDetector.MacroExpressionType expression Macro expression type associated with state change. MacroFacialExpressionDetector.MacroExpressionState state Current macro expression state. MacroFacialExpressionDetector.MacroExpressionState previousState Previous macro expression state. Single minExpressionValue Min value of blendshapes associated with macro expression. Fields Expression Macro expression type associated with state change. Declaration public readonly MacroFacialExpressionDetector.MacroExpressionType Expression Field Value Type Description MacroFacialExpressionDetector.MacroExpressionType MinExpressionValue Min value of blendshapes associated with macro expression. This \"floor\" gives an indication of how strong the macro expression is. Declaration public readonly float MinExpressionValue Field Value Type Description Single PreviousState Previous macro expression state. Declaration public readonly MacroFacialExpressionDetector.MacroExpressionState PreviousState Field Value Type Description MacroFacialExpressionDetector.MacroExpressionState State Current macro expression state. Declaration public readonly MacroFacialExpressionDetector.MacroExpressionState State Field Value Type Description MacroFacialExpressionDetector.MacroExpressionState" + }, + "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionType.html": { + "href": "api/Oculus.Movement.Effects.MacroFacialExpressionDetector.MacroExpressionType.html", + "title": "Enum MacroFacialExpressionDetector.MacroExpressionType | Unity-Movement Documentation", + "keywords": "Enum MacroFacialExpressionDetector.MacroExpressionType A list of macro expressions to test against. Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public enum MacroExpressionType Fields Name Description Frown Frowning Smile Smile" + }, + "api/Oculus.Movement.Effects.MatrixUtils.html": { + "href": "api/Oculus.Movement.Effects.MatrixUtils.html", + "title": "Class MatrixUtils | Unity-Movement Documentation", + "keywords": "Class MatrixUtils Convenient methods that extend the functionality of Matrix. Inheritance Object MatrixUtils Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public static class MatrixUtils Methods GetPosition(Matrix4x4) Gets world-space position of matrix using last column of matrix. Declaration public static Vector3 GetPosition(this Matrix4x4 matrix) Parameters Type Name Description Matrix4x4 matrix Matrix to be evaluated. Returns Type Description Vector3 World-space position. GetRotation(Matrix4x4) Gets world-space rotation of matrix. Uses forward and up vector to create a look rotation; right vector of matrix doesn't need to be used. Declaration public static Quaternion GetRotation(this Matrix4x4 matrix) Parameters Type Name Description Matrix4x4 matrix Matrix to be evaluated. Returns Type Description Quaternion World-space quaternion. GetScale(Matrix4x4) Gets scale of matrix using right, up and forward vectors of matrix. Declaration public static Vector3 GetScale(this Matrix4x4 matrix) Parameters Type Name Description Matrix4x4 matrix Matrix to be evaluated. Returns Type Description Vector3 Matrix scale." + }, + "api/Oculus.Movement.Effects.MirrorTransformation.html": { + "href": "api/Oculus.Movement.Effects.MirrorTransformation.html", + "title": "Class MirrorTransformation | Unity-Movement Documentation", + "keywords": "Class MirrorTransformation Applies mirror's transformation to an object that needs to be reflected. Inheritance Object MirrorTransformation Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class MirrorTransformation : MonoBehaviour Fields _mirrorNormal Mirror normal, perpendicular to mirror face. Declaration protected Vector3 _mirrorNormal Field Value Type Description Vector3 _mirrorPlaneOffset Allows mirror to be pushed into reflection plane somewhat, assuming mirror geometry has some thickness. Declaration protected float _mirrorPlaneOffset Field Value Type Description Single _transformToMirror Transform to be reflected. Declaration protected Transform _transformToMirror Field Value Type Description Transform" + }, + "api/Oculus.Movement.Effects.NormalRecalculator.html": { + "href": "api/Oculus.Movement.Effects.NormalRecalculator.html", + "title": "Class NormalRecalculator | Unity-Movement Documentation", + "keywords": "Class NormalRecalculator A utility class used to recalculate normals on the GPU or CPU, if the former can't do it. Inheritance Object NormalRecalculator Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class NormalRecalculator Methods CalculateNormals(Mesh) Custom normal calculation. The Unity Mesh.RecalculateNormals creates seams. See http://schemingdeveloper.com/2014/10/17/better-method-recalculate-normals-unity/ Declaration public void CalculateNormals(Mesh bakedMesh) Parameters Type Name Description Mesh bakedMesh Mesh to copy data from; feed into mesh that is rendered with recalculated normals. Initialize(Dictionary>, HashSet, Int32, Mesh, Material[]) Initialize data that the shader will use. This will involve flattening the dictionary argument. Declaration public void Initialize(Dictionary> subMeshVertexIdToNeighborList, HashSet subMeshVerticesSet, int vertexIdToTriangleMapCount, Mesh bakedBash, Material[] instantiatedMaterials) Parameters Type Name Description Dictionary < Int32 , List < Int32 >> subMeshVertexIdToNeighborList Vertex id to neighbor ids. HashSet < Int32 > subMeshVerticesSet Set of vertices in submesh. Int32 vertexIdToTriangleMapCount Total number of triangles counted. Mesh bakedBash Mesh snapshot obtained from original Material [] instantiatedMaterials Intantiated materials, used to feed structured buffers to. ReleaseResources() Cleans up resources used by shader for normal recalculation. Declaration public void ReleaseResources()" + }, + "api/Oculus.Movement.Effects.RecalculateNormals.html": { + "href": "api/Oculus.Movement.Effects.RecalculateNormals.html", + "title": "Class RecalculateNormals | Unity-Movement Documentation", + "keywords": "Class RecalculateNormals Uses original skinned mesh renderer to drive a skinned mesh renderer with recalculated normals. Inheritance Object RecalculateNormals Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class RecalculateNormals : MonoBehaviour Fields _duplicateLayer The layer of the duplicate mesh with recalculate normals, should be on a visible layer. Declaration protected int _duplicateLayer Field Value Type Description Int32 _hiddenMeshLayerName The layer of original mesh with invalid normals, should be on invisible layer. Declaration protected string _hiddenMeshLayerName Field Value Type Description String _recalculateIndependently Allows recalculate normals to be calculated independently on LateUpdate, instead of being driven from DriveSkeletalLateUpdateLogic. Declaration protected bool _recalculateIndependently Field Value Type Description Boolean _recalculateMaterialIndices Index of material that needs meta data for normal recalc, since that is ultimately done in the vertex stage. Declaration protected int[] _recalculateMaterialIndices Field Value Type Description Int32 [] _skinnedMeshRenderer Skinned mesh renderer requiring normal recalc. Declaration protected SkinnedMeshRenderer _skinnedMeshRenderer Field Value Type Description SkinnedMeshRenderer _subMesh Submesh index to recalc normals on. Sometimes a mesh might have submeshes that shouldn't need normal recalc, and for performance reasons only the sub mesh of interest should be the focus on this script. Declaration protected int _subMesh Field Value Type Description Int32 _useUnityFunction Allows using Unity's stock recalc instead. Declaration protected bool _useUnityFunction Field Value Type Description Boolean GeneratedDuplicateMesh Fired when duplicate mesh has been generated. Declaration public Action GeneratedDuplicateMesh Field Value Type Description Action Properties DuplicateLayer The layer of the duplicate mesh with recalculate normals, should be on a visible layer. Declaration public int DuplicateLayer { get; set; } Property Value Type Description Int32 RunRecalculation Allows toggling this scripts functionality on or off. Declaration public bool RunRecalculation { get; set; } Property Value Type Description Boolean Methods ApplyNormalRecalculation() Applies normal recalculation to the skinned mesh renderer Declaration public void ApplyNormalRecalculation()" + }, + "api/Oculus.Movement.Effects.SmileEffect.html": { + "href": "api/Oculus.Movement.Effects.SmileEffect.html", + "title": "Class SmileEffect | Unity-Movement Documentation", + "keywords": "Class SmileEffect Reacts to smile detection by modifying the face material on the Aura asset. Inheritance Object SmileEffect Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public class SmileEffect : MonoBehaviour Fields _animator Animator to affect when smiling. Declaration protected Animator _animator Field Value Type Description Animator _facialExpressionDetector Facial expression detector to query events from. Declaration protected MacroFacialExpressionDetector _facialExpressionDetector Field Value Type Description MacroFacialExpressionDetector _glowCurve Glow curve that modulates emission strength on face. Declaration protected AnimationCurve _glowCurve Field Value Type Description AnimationCurve _materialIndex Material index to modify. Declaration protected int _materialIndex Field Value Type Description Int32 _renderer Renderer of the face. Declaration protected SkinnedMeshRenderer _renderer Field Value Type Description SkinnedMeshRenderer _reverseSmileStateName State name for reverse smile (when it \"undoes\" itself). Declaration protected string _reverseSmileStateName Field Value Type Description String _smileDelay Delay until smile gets triggered (seconds). Declaration protected float _smileDelay Field Value Type Description Single _smileEnabled Returns the current state of if smile is enabled or disabled. Declaration protected bool _smileEnabled Field Value Type Description Boolean _smileStateName State name for smile. Declaration protected string _smileStateName Field Value Type Description String Properties SmileEnabled Returns the current state of if smile is enabled or disabled. Declaration public bool SmileEnabled { get; set; } Property Value Type Description Boolean" + }, + "api/Oculus.Movement.Effects.VertexKey.html": { + "href": "api/Oculus.Movement.Effects.VertexKey.html", + "title": "Struct VertexKey | Unity-Movement Documentation", + "keywords": "Struct VertexKey Class used to hash vertices reliably. CompareVectorHashes class is used to test its reliability against Unity's default hashing of vertices. Namespace : Oculus.Movement.Effects Assembly : cs.temp.dll.dll Syntax public struct VertexKey Constructors VertexKey(Vector3) VertexKey constructor. Declaration public VertexKey(Vector3 position) Parameters Type Name Description Vector3 position Input position. Methods Equals(Object) Override for Equals. Declaration public override bool Equals(object obj) Parameters Type Name Description Object obj Object to compare to. Returns Type Description Boolean Overrides ValueType.Equals(Object) GetHashCode() Override for getting hash code. Declaration public override int GetHashCode() Returns Type Description Int32 Hash code. Overrides ValueType.GetHashCode()" + }, + "api/Oculus.Movement.FullBodyDeformationConstraintToolTips.html": { + "href": "api/Oculus.Movement.FullBodyDeformationConstraintToolTips.html", + "title": "Class FullBodyDeformationConstraintToolTips | Unity-Movement Documentation", + "keywords": "Class FullBodyDeformationConstraintToolTips Inheritance Object FullBodyDeformationConstraintToolTips Namespace : Oculus.Movement Assembly : cs.temp.dll.dll Syntax public static class FullBodyDeformationConstraintToolTips Fields CalculateBoneData Declaration public const string CalculateBoneData = \"Allows calculating bone data via a button.\" Field Value Type Description String" + }, + "api/Oculus.Movement.html": { + "href": "api/Oculus.Movement.html", + "title": "Namespace Oculus.Movement | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement Classes FullBodyDeformationConstraintToolTips" + }, + "api/Oculus.Movement.Tracking.ARKitFace.html": { + "href": "api/Oculus.Movement.Tracking.ARKitFace.html", + "title": "Class ARKitFace | Unity-Movement Documentation", + "keywords": "Class ARKitFace Version of Correctives mapped to ARKit blend shapes, via \"custom\" mapping. Inheritance Object CorrectivesFace ARKitFace Inherited Members CorrectivesFace.CorrectivesEnabled CorrectivesFace.ExpressionWeights CorrectivesFace.FreezeExpressionWeights CorrectivesFace._forceJawDropForTongue CorrectivesFace.ForceJawDropForTongue CorrectivesFace._blendshapeModifier CorrectivesFace.BlendshapeModifier CorrectivesFace._combinationShapesTextAsset CorrectivesFace.CombinationShapesTextAsset CorrectivesFace.RetargetingTypeField CorrectivesFace.AllowDuplicateMappingField CorrectivesFace._cachedBlendshapeValues CorrectivesFace._correctivesModule CorrectivesFace.Awake() CorrectivesFace.GetFaceExpressionForIndex(Int32) CorrectivesFace.InitializeExpressionWeights() CorrectivesFace.ActivateFaceExpression(OVRFaceExpressions.FaceExpression) CorrectivesFace.Update() CorrectivesFace.UpdateExpressionWeights() CorrectivesFace.InitializeCachedValues() CorrectivesFace.UpdateCachedMeshValues() CorrectivesFace.UpdateSkinnedMesh() Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class ARKitFace : CorrectivesFace Methods GetCustomBlendShapeNameAndExpressionPairs() Defines ARKit blend shape name and face expression pair mappings. Declaration protected override (string[], OVRFaceExpressions.FaceExpression[]) GetCustomBlendShapeNameAndExpressionPairs() Returns Type Description (T1, T2) < String [], OVRFaceExpressions.FaceExpression []> Two arrays, each relating a blend shape name with a face expression pair." + }, + "api/Oculus.Movement.Tracking.ARKitFaceEditor.html": { + "href": "api/Oculus.Movement.Tracking.ARKitFaceEditor.html", + "title": "Class ARKitFaceEditor | Unity-Movement Documentation", + "keywords": "Class ARKitFaceEditor Custom Editor for ARKitFace component. Created so that the ARKitFace component has a proper editor class that inherits from CorrectivesFaceEditor . Inheritance Object CorrectivesFaceEditor ARKitFaceEditor Inherited Members CorrectivesFaceEditor.OnEnable() CorrectivesFaceEditor.OnInspectorGUI() Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class ARKitFaceEditor : CorrectivesFaceEditor" + }, + "api/Oculus.Movement.Tracking.BlendshapeModifier.FaceExpressionModifier.html": { + "href": "api/Oculus.Movement.Tracking.BlendshapeModifier.FaceExpressionModifier.html", + "title": "Class BlendshapeModifier.FaceExpressionModifier | Unity-Movement Documentation", + "keywords": "Class BlendshapeModifier.FaceExpressionModifier The modifier data for a specific set of facial expressions. Inheritance Object BlendshapeModifier.FaceExpressionModifier Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax [Serializable] public class FaceExpressionModifier Fields FaceExpressions The facial expressions that will be modified. Declaration public OVRFaceExpressions.FaceExpression[] FaceExpressions Field Value Type Description OVRFaceExpressions.FaceExpression [] MaxValue The maximum clamped blendshape weight for this set of facial expressions. Declaration public float MaxValue Field Value Type Description Single MinValue The minimum clamped blendshape weight for this set of facial expressions. Declaration public float MinValue Field Value Type Description Single Multiplier The blendshape weight multiplier for this set of facial expressions. Declaration public float Multiplier Field Value Type Description Single" + }, + "api/Oculus.Movement.Tracking.BlendshapeModifier.html": { + "href": "api/Oculus.Movement.Tracking.BlendshapeModifier.html", + "title": "Class BlendshapeModifier | Unity-Movement Documentation", + "keywords": "Class BlendshapeModifier Calculates the modified blendshape weight for a facial expression. Inheritance Object BlendshapeModifier Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class BlendshapeModifier : MonoBehaviour Fields _applyGlobalClampingNonMapped Apply global clamping to non-mapped values. Declaration protected bool _applyGlobalClampingNonMapped Field Value Type Description Boolean _defaultBlendshapeModifierPreset Optional text asset containing the array of face expression modifier data to be used. Declaration protected TextAsset _defaultBlendshapeModifierPreset Field Value Type Description TextAsset _faceExpressionModifiers The array of facial expression modifier data to be used. Declaration protected BlendshapeModifier.FaceExpressionModifier[] _faceExpressionModifiers Field Value Type Description BlendshapeModifier.FaceExpressionModifier [] _globalClampMax Global blendshape clamp max. Declaration protected float _globalClampMax Field Value Type Description Single _globalClampMin Global blendshape clamp min. Declaration protected float _globalClampMin Field Value Type Description Single _globalMultiplier Global blendshape multiplier. Declaration protected float _globalMultiplier Field Value Type Description Single Properties FaceExpressionModifierMap Declaration public IReadOnlyDictionary FaceExpressionModifierMap { get; } Property Value Type Description IReadOnlyDictionary < OVRFaceExpressions.FaceExpression , BlendshapeModifier.FaceExpressionModifier > Modifiers The array of facial expression modifier data to be used. Declaration public IReadOnlyCollection Modifiers { get; } Property Value Type Description IReadOnlyCollection < BlendshapeModifier.FaceExpressionModifier > Methods GetMaxValue(OVRFaceExpressions.FaceExpression) Returns the maximum clamped value for a facial expression. Declaration public float GetMaxValue(OVRFaceExpressions.FaceExpression faceExpression) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression Returns Type Description Single Maximum clamped value for a facial expression. GetMinValue(OVRFaceExpressions.FaceExpression) Returns the minimum clamped value for a facial expression. Declaration public float GetMinValue(OVRFaceExpressions.FaceExpression faceExpression) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Returns Type Description Single Minimum clamped value for a facial expression. GetModifiedWeight(OVRFaceExpressions.FaceExpression, Single) Returns the modified weight for a facial expression. Declaration public float GetModifiedWeight(OVRFaceExpressions.FaceExpression faceExpression, float currentWeight) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Single currentWeight The unmodified weight of the facial expression. Returns Type Description Single GetMultiplierValue(OVRFaceExpressions.FaceExpression) Returns the multiplier value for a facial expression. Declaration public float GetMultiplierValue(OVRFaceExpressions.FaceExpression faceExpression) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Returns Type Description Single Multiplier modifier for a facial expression. LoadPreset(String) Loads the facial expression modifiers from text. Declaration public void LoadPreset(string presetJson) Parameters Type Name Description String presetJson The json containing the serialized facial expression modifiers. SavePreset() Saves the current facial expression modifiers to a timestamped json file. Declaration public void SavePreset() UpdateMaxValue(OVRFaceExpressions.FaceExpression, Single) Update the maximum clamped value for a facial expression. Declaration public void UpdateMaxValue(OVRFaceExpressions.FaceExpression faceExpression, float val) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Single val The updated maximum value for the facial expression. UpdateMinValue(OVRFaceExpressions.FaceExpression, Single) Update the minimum clamped value for a facial expression. Declaration public void UpdateMinValue(OVRFaceExpressions.FaceExpression faceExpression, float val) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Single val The updated minimum value for the facial expression. UpdateMultiplierValue(OVRFaceExpressions.FaceExpression, Single) Update the multiplier value for a facial expression. Declaration public void UpdateMultiplierValue(OVRFaceExpressions.FaceExpression faceExpression, float val) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression The facial expression. Single val The updated multiplier value for the facial expression." + }, + "api/Oculus.Movement.Tracking.CorrectivesFace.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesFace.html", + "title": "Class CorrectivesFace | Unity-Movement Documentation", + "keywords": "Class CorrectivesFace Face class that allows applying correctives and/or modifiers. Inheritance Object CorrectivesFace ARKitFace Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class CorrectivesFace : OVRCustomFace Fields _blendshapeModifier Optional blendshape modifier component. Declaration protected BlendshapeModifier _blendshapeModifier Field Value Type Description BlendshapeModifier _cachedBlendshapeValues Cached mesh blendshape values. Declaration protected float[] _cachedBlendshapeValues Field Value Type Description Single [] _combinationShapesTextAsset The json file containing the in-betweens and combinations data. Declaration protected TextAsset _combinationShapesTextAsset Field Value Type Description TextAsset _correctivesModule The correctives module. Declaration protected CorrectivesModule _correctivesModule Field Value Type Description CorrectivesModule _forceJawDropForTongue Forces the jaw to drop to accomodate the tongue if it is being stuck out. Declaration protected bool _forceJawDropForTongue Field Value Type Description Boolean Properties AllowDuplicateMappingField Allows modifying duplicates field. Declaration public bool AllowDuplicateMappingField { get; set; } Property Value Type Description Boolean BlendshapeModifier Optional blendshape modifier component. Declaration public BlendshapeModifier BlendshapeModifier { get; set; } Property Value Type Description BlendshapeModifier CombinationShapesTextAsset The json file containing the in-betweens and combinations data. Declaration public TextAsset CombinationShapesTextAsset { get; set; } Property Value Type Description TextAsset CorrectivesEnabled If true, the correctives driver will apply correctives. Declaration public bool CorrectivesEnabled { get; set; } Property Value Type Description Boolean ExpressionWeights Last updated expression weights. Declaration public float[] ExpressionWeights { get; } Property Value Type Description Single [] ForceJawDropForTongue Forces the jaw to drop to accomodate the tongue if it is being stuck out. Declaration public bool ForceJawDropForTongue { get; set; } Property Value Type Description Boolean FreezeExpressionWeights Allows one to freeze current values obtained from facial expressions component. Declaration public bool FreezeExpressionWeights { get; set; } Property Value Type Description Boolean RetargetingTypeField Allows modifying retargeting type field. Declaration public RetargetingType RetargetingTypeField { get; set; } Property Value Type Description RetargetingType Methods ActivateFaceExpression(OVRFaceExpressions.FaceExpression) Activates a single face expression and sets the other to zero. Declaration public void ActivateFaceExpression(OVRFaceExpressions.FaceExpression faceExpression) Parameters Type Name Description OVRFaceExpressions.FaceExpression faceExpression Face expression to activate. Awake() Initializes weights and correctives module. Declaration protected override void Awake() GetFaceExpressionForIndex(Int32) Returns OVRFaceExpressions value for the blend shape index provided. Declaration public OVRFaceExpressions.FaceExpression GetFaceExpressionForIndex(int blendShapeIndex) Parameters Type Name Description Int32 blendShapeIndex Blend shape index. Returns Type Description OVRFaceExpressions.FaceExpression OVRFaceExpression value. InitializeCachedValues() Initialize cached blendshape values. Declaration protected void InitializeCachedValues() InitializeExpressionWeights() Initialize the expression weights array. Declaration protected void InitializeExpressionWeights() Update() Applies correctives to values before updating the skinned mesh. Declaration protected override void Update() UpdateCachedMeshValues() Update the initialized cached values. Declaration protected void UpdateCachedMeshValues() UpdateExpressionWeights() Update the expression weight values from face tracking data. Declaration protected void UpdateExpressionWeights() UpdateSkinnedMesh() Update the skinned mesh with the cached blendshape values. Declaration protected void UpdateSkinnedMesh()" + }, + "api/Oculus.Movement.Tracking.CorrectivesFaceEditor.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesFaceEditor.html", + "title": "Class CorrectivesFaceEditor | Unity-Movement Documentation", + "keywords": "Class CorrectivesFaceEditor Custom Editor for CorrectivesFace component. Inheritance Object CorrectivesFaceEditor ARKitFaceEditor Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class CorrectivesFaceEditor : OVRCustomFaceEditor Methods OnEnable() Declaration protected override void OnEnable() OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Tracking.CorrectivesModule.Combination.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesModule.Combination.html", + "title": "Class CorrectivesModule.Combination | Unity-Movement Documentation", + "keywords": "Class CorrectivesModule.Combination Defines a combination target. Inheritance Object CorrectivesModule.Combination Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax [Serializable] public class Combination Fields drivenIndex The blendshape index to be driven on the skinned mesh renderer. Declaration public int drivenIndex Field Value Type Description Int32 driverIndices The blendshape indices used in calculating the blendshape weight for the driven index. Declaration public int[] driverIndices Field Value Type Description Int32 []" + }, + "api/Oculus.Movement.Tracking.CorrectivesModule.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesModule.html", + "title": "Class CorrectivesModule | Unity-Movement Documentation", + "keywords": "Class CorrectivesModule Face correctives module. Inheritance Object CorrectivesModule Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class CorrectivesModule Constructors CorrectivesModule(TextAsset) Correctives module constructor. Declaration public CorrectivesModule(TextAsset combinationShapesTextAsset) Parameters Type Name Description TextAsset combinationShapesTextAsset Correctives text asset deserialized as JSON. Methods ApplyCorrectives(Single[]) Apply corrective blendshape weights to the skinned mesh renderer Declaration public void ApplyCorrectives(float[] blendShapevalues) Parameters Type Name Description Single [] blendShapevalues Blend shape values to update." + }, + "api/Oculus.Movement.Tracking.CorrectivesModule.InBetween.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesModule.InBetween.html", + "title": "Class CorrectivesModule.InBetween | Unity-Movement Documentation", + "keywords": "Class CorrectivesModule.InBetween Defines an in-between. Inheritance Object CorrectivesModule.InBetween Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax [Serializable] public class InBetween Fields domainEnd The domain range end from the function curve of the in-between. Declaration public float domainEnd Field Value Type Description Single domainStart The domain range start from the function curve of the in-between. Declaration public float domainStart Field Value Type Description Single drivenIndex The blendshape index to be driven on the skinned mesh renderer. Declaration public int drivenIndex Field Value Type Description Int32 driverIndex The target blendshape index used for calculating the blendshape weight. Declaration public int driverIndex Field Value Type Description Int32 offset_x The x offset from the function curve of the in-between. Declaration public float offset_x Field Value Type Description Single offset_y The y offset from the function curve of the in-between. Declaration public float offset_y Field Value Type Description Single slope The slope from the function curve of the in-between. Declaration public float slope Field Value Type Description Single" + }, + "api/Oculus.Movement.Tracking.CorrectivesModule.RigLogicData.html": { + "href": "api/Oculus.Movement.Tracking.CorrectivesModule.RigLogicData.html", + "title": "Class CorrectivesModule.RigLogicData | Unity-Movement Documentation", + "keywords": "Class CorrectivesModule.RigLogicData Defines in-betweens and combinations data. Inheritance Object CorrectivesModule.RigLogicData Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax [Serializable] public class RigLogicData Fields combinations Array of all of the combinations data. Declaration public CorrectivesModule.Combination[] combinations Field Value Type Description CorrectivesModule.Combination [] inBetweens Array of all of the in-betweens data. Declaration public CorrectivesModule.InBetween[] inBetweens Field Value Type Description CorrectivesModule.InBetween []" + }, + "api/Oculus.Movement.Tracking.FaceExpressionModifierDrawer.html": { + "href": "api/Oculus.Movement.Tracking.FaceExpressionModifierDrawer.html", + "title": "Class FaceExpressionModifierDrawer | Unity-Movement Documentation", + "keywords": "Class FaceExpressionModifierDrawer Editor class defining interface for FaceExpressionModifier which is a data class of BlendshapeModifier Inheritance Object FaceExpressionModifierDrawer Namespace : Oculus.Movement.Tracking Assembly : cs.temp.dll.dll Syntax public class FaceExpressionModifierDrawer : PropertyDrawer Constructors FaceExpressionModifierDrawer() Editor class defining interface for FaceExpressionModifier which is a data class of BlendshapeModifier Declaration public FaceExpressionModifierDrawer() Methods GetPropertyHeight(SerializedProperty, GUIContent) Declaration public override float GetPropertyHeight(SerializedProperty property, GUIContent label) Parameters Type Name Description SerializedProperty property GUIContent label Returns Type Description Single OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect rect SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.Tracking.html": { + "href": "api/Oculus.Movement.Tracking.html", + "title": "Namespace Oculus.Movement.Tracking | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement.Tracking Classes ARKitFace Version of Correctives mapped to ARKit blend shapes, via \"custom\" mapping. ARKitFaceEditor Custom Editor for ARKitFace component. Created so that the ARKitFace component has a proper editor class that inherits from CorrectivesFaceEditor . BlendshapeModifier Calculates the modified blendshape weight for a facial expression. BlendshapeModifier.FaceExpressionModifier The modifier data for a specific set of facial expressions. CorrectivesFace Face class that allows applying correctives and/or modifiers. CorrectivesFaceEditor Custom Editor for CorrectivesFace component. CorrectivesModule Face correctives module. CorrectivesModule.Combination Defines a combination target. CorrectivesModule.InBetween Defines an in-between. CorrectivesModule.RigLogicData Defines in-betweens and combinations data. FaceExpressionModifierDrawer Editor class defining interface for FaceExpressionModifier which is a data class of BlendshapeModifier" + }, + "api/Oculus.Movement.UI.BlendshapesMenuToggle.html": { + "href": "api/Oculus.Movement.UI.BlendshapesMenuToggle.html", + "title": "Class BlendshapesMenuToggle | Unity-Movement Documentation", + "keywords": "Class BlendshapesMenuToggle Turns blend shapes manus based on function call, usually hooked up via UI. Inheritance Object BlendshapesMenuToggle Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class BlendshapesMenuToggle : MonoBehaviour Fields _blendShapesMenus Blend shapes menus to turn on/off. Declaration protected GameObject[] _blendShapesMenus Field Value Type Description GameObject [] Methods ToggleBlendshapesMenuEnableState(PointerEvent) Toggles blendshapes menus on and off. Called via UI in scene. Declaration public void ToggleBlendshapesMenuEnableState(PointerEvent pointerEvent) Parameters Type Name Description PointerEvent pointerEvent" + }, + "api/Oculus.Movement.UI.BlendshapesMenuVisual.html": { + "href": "api/Oculus.Movement.UI.BlendshapesMenuVisual.html", + "title": "Class BlendshapesMenuVisual | Unity-Movement Documentation", + "keywords": "Class BlendshapesMenuVisual Renders face expressions via TMPPro. Filters ones that are too low. Inheritance Object BlendshapesMenuVisual Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class BlendshapesMenuVisual : MonoBehaviour Fields _expressionsPrefix Prefix for rendered text. Declaration protected string _expressionsPrefix Field Value Type Description String _filterArray Can be used to filter blendshapes, in case all don't need to be rendered. Declaration protected string[] _filterArray Field Value Type Description String [] _minBlendshapeThreshold Threshold that blendshapes must passed before being rendered. Declaration protected float _minBlendshapeThreshold Field Value Type Description Single _ovrFaceExpressions Face expressions component which is queried. Declaration protected OVRFaceExpressions _ovrFaceExpressions Field Value Type Description OVRFaceExpressions _worldText Text mesh pro visual for blendshape values. Declaration protected TMPro.TextMeshPro _worldText Field Value Type Description TMPro.TextMeshPro" + }, + "api/Oculus.Movement.UI.ButtonToggleIcon.html": { + "href": "api/Oculus.Movement.UI.ButtonToggleIcon.html", + "title": "Class ButtonToggleIcon | Unity-Movement Documentation", + "keywords": "Class ButtonToggleIcon Allows usage of a button toggle icon. Inheritance Object ButtonToggleIcon Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class ButtonToggleIcon : MonoBehaviour Fields _deselectColor Deselected color. Declaration protected Color _deselectColor Field Value Type Description Color _selectColor Select color. Declaration protected Color _selectColor Field Value Type Description Color _toggleObject Object that indicates toggle state. Declaration protected GameObject _toggleObject Field Value Type Description GameObject Methods ToggleSelectIcon(PointerEvent) Toggles the select icon state. Declaration public void ToggleSelectIcon(PointerEvent pointerEvent) Parameters Type Name Description PointerEvent pointerEvent" + }, + "api/Oculus.Movement.UI.CustomAnimToggle.html": { + "href": "api/Oculus.Movement.UI.CustomAnimToggle.html", + "title": "Class CustomAnimToggle | Unity-Movement Documentation", + "keywords": "Class CustomAnimToggle A simple script that allows toggling an animation on and off. Inheritance Object CustomAnimToggle Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class CustomAnimToggle : MonoBehaviour Methods SwapAnimState() Declaration public void SwapAnimState()" + }, + "api/Oculus.Movement.UI.HipPinningConstraintCalibration.html": { + "href": "api/Oculus.Movement.UI.HipPinningConstraintCalibration.html", + "title": "Class HipPinningConstraintCalibration | Unity-Movement Documentation", + "keywords": "Class HipPinningConstraintCalibration Setup for performing initial hip pinning calibration. Inheritance Object HipPinningConstraintCalibration Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class HipPinningConstraintCalibration : MonoBehaviour Fields _calibrateMenu The game object that contains the renderers for this calibration menu. Declaration protected GameObject _calibrateMenu Field Value Type Description GameObject _hipPinningConstraints The hip pinning constraints. Declaration protected HipPinningConstraint[] _hipPinningConstraints Field Value Type Description HipPinningConstraint [] _mainCharacterRenderer The game object that contains the mesh renderers for the main character. Declaration protected GameObject _mainCharacterRenderer Field Value Type Description GameObject _mainHipPinningTargetRenderer The game object that contains the mesh renderers for the main hip pinning target. Declaration protected GameObject _mainHipPinningTargetRenderer Field Value Type Description GameObject _mirroredCharacterRenderer The game object that contains the mesh renderers for the mirrored character. Declaration protected GameObject _mirroredCharacterRenderer Field Value Type Description GameObject _mirrorHipPinningTargetRenderer The game object that contains the mesh renderers for the mirrored hip pinning target. Declaration protected GameObject _mirrorHipPinningTargetRenderer Field Value Type Description GameObject _skeleton The skeletal tracking data provider for the interface character. Declaration protected OVRCustomSkeleton _skeleton Field Value Type Description OVRCustomSkeleton Methods Calibrate() Calibrate the hip pinning target transform with the current tracked hip position Declaration public void Calibrate()" + }, + "api/Oculus.Movement.UI.HipPinningConstraintNotification.html": { + "href": "api/Oculus.Movement.UI.HipPinningConstraintNotification.html", + "title": "Class HipPinningConstraintNotification | Unity-Movement Documentation", + "keywords": "Class HipPinningConstraintNotification Activates/deactivates this game object based on the hip pinning leave event. Inheritance Object HipPinningConstraintNotification Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class HipPinningConstraintNotification : MonoBehaviour Fields _displayTime The amount of time that this notification should be enabled for. Declaration protected float _displayTime Field Value Type Description Single _hipPinningConstraint The hip pinning constraint. Declaration protected HipPinningConstraint _hipPinningConstraint Field Value Type Description HipPinningConstraint" + }, + "api/Oculus.Movement.UI.html": { + "href": "api/Oculus.Movement.UI.html", + "title": "Namespace Oculus.Movement.UI | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement.UI Classes BlendshapesMenuToggle Turns blend shapes manus based on function call, usually hooked up via UI. BlendshapesMenuVisual Renders face expressions via TMPPro. Filters ones that are too low. ButtonToggleIcon Allows usage of a button toggle icon. CustomAnimToggle A simple script that allows toggling an animation on and off. HipPinningConstraintCalibration Setup for performing initial hip pinning calibration. HipPinningConstraintNotification Activates/deactivates this game object based on the hip pinning leave event. RetargetingMenu Menu that allows spawning retargeted characters. SceneSelectIcon Aligns scene selection icon based on current scene. SceneSelectIcon.IconPositionInformation Information about the icon position. ScriptEffectToggle Toggles component on/off." + }, + "api/Oculus.Movement.UI.RetargetingMenu.html": { + "href": "api/Oculus.Movement.UI.RetargetingMenu.html", + "title": "Class RetargetingMenu | Unity-Movement Documentation", + "keywords": "Class RetargetingMenu Menu that allows spawning retargeted characters. Inheritance Object RetargetingMenu Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class RetargetingMenu : MonoBehaviour Fields _characterToSpawn Main character prefab to spawn. Declaration protected GameObject _characterToSpawn Field Value Type Description GameObject _spawnOffset Offset per spawn. Declaration protected Vector3 _spawnOffset Field Value Type Description Vector3 _spawnParent Parent to spawn under. Declaration protected Transform _spawnParent Field Value Type Description Transform Methods AddNormalRetargetedCharacter() Spawn retargeted character without animation rigging support. Declaration public void AddNormalRetargetedCharacter() AddRiggedRetargetedCharacter() Spawn retargeted character with animation riggin gsupport. Declaration public void AddRiggedRetargetedCharacter() AddRiggedRetargetedCharacterWithConstraints() Spawn retargeted character with animation rigging support, along with constraints. Declaration public void AddRiggedRetargetedCharacterWithConstraints() RemoveLastCharacter() Removes last character spawned. Declaration public void RemoveLastCharacter()" + }, + "api/Oculus.Movement.UI.SceneSelectIcon.html": { + "href": "api/Oculus.Movement.UI.SceneSelectIcon.html", + "title": "Class SceneSelectIcon | Unity-Movement Documentation", + "keywords": "Class SceneSelectIcon Aligns scene selection icon based on current scene. Inheritance Object SceneSelectIcon Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class SceneSelectIcon : MonoBehaviour Fields _iconInformationArray Icon positions array. Declaration protected SceneSelectIcon.IconPositionInformation[] _iconInformationArray Field Value Type Description SceneSelectIcon.IconPositionInformation [] _iconTransform Icon transform to affect. Declaration protected Transform _iconTransform Field Value Type Description Transform" + }, + "api/Oculus.Movement.UI.SceneSelectIcon.IconPositionInformation.html": { + "href": "api/Oculus.Movement.UI.SceneSelectIcon.IconPositionInformation.html", + "title": "Class SceneSelectIcon.IconPositionInformation | Unity-Movement Documentation", + "keywords": "Class SceneSelectIcon.IconPositionInformation Information about the icon position. Inheritance Object SceneSelectIcon.IconPositionInformation Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax [Serializable] protected class IconPositionInformation Fields LocalPosition Local position to set. Declaration public Vector3 LocalPosition Field Value Type Description Vector3 SceneName Scene name to check for. Declaration public string SceneName Field Value Type Description String" + }, + "api/Oculus.Movement.UI.ScriptEffectToggle.html": { + "href": "api/Oculus.Movement.UI.ScriptEffectToggle.html", + "title": "Class ScriptEffectToggle | Unity-Movement Documentation", + "keywords": "Class ScriptEffectToggle Toggles component on/off. Inheritance Object ScriptEffectToggle Namespace : Oculus.Movement.UI Assembly : cs.temp.dll.dll Syntax public class ScriptEffectToggle : MonoBehaviour Fields _componentToToggle The component to be toggled. Declaration protected SmileEffect _componentToToggle Field Value Type Description SmileEffect _featureString The feature text. Declaration protected string _featureString Field Value Type Description String _textToUpdate The text component to be updated when the component is toggled. Declaration protected TMPro.TextMeshPro _textToUpdate Field Value Type Description TMPro.TextMeshPro Methods Toggle() Toggles the component on/off. Declaration public void Toggle()" + }, + "api/Oculus.Movement.Utils.ActivateToggle.html": { + "href": "api/Oculus.Movement.Utils.ActivateToggle.html", + "title": "Class ActivateToggle | Unity-Movement Documentation", + "keywords": "Class ActivateToggle Designed to turn on/off objects with Inheritance Object ActivateToggle Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ActivateToggle : MonoBehaviour Fields _index Which state is set from state list Declaration protected int _index Field Value Type Description Int32 _onSetNameChange When the Index changes, these callbacks will be called with the name of the triggered state Declaration protected ActivateToggle.TextChangeEvent _onSetNameChange Field Value Type Description ActivateToggle.TextChangeEvent _states The list of triggerable states Declaration protected List _states Field Value Type Description List < ActivateToggle.State > _wrapIndex Whether or not Next/Prev will wrap back around after the limit Declaration protected bool _wrapIndex Field Value Type Description Boolean Properties Index The current state Declaration public int Index { get; set; } Property Value Type Description Int32 States All current states Declaration public List States { get; } Property Value Type Description List < ActivateToggle.State > Methods IgnoreState(Int32) Allows external scripts/UI to change available state options Declaration public void IgnoreState(int index) Parameters Type Name Description Int32 index IsValidIndex(Int32) Determines if the given value references a valid state Declaration public bool IsValidIndex(int index) Parameters Type Name Description Int32 index Returns Type Description Boolean Next() Sets the next state in the list, ignoring states marked to be ignored. Declaration public void Next() Prev() Sets the previous state in the list, ignoring states marked to be ignored. Declaration public void Prev() Refresh() Deactivates all states that are not the current state, and activates the current state Declaration public void Refresh() SetIndexWithoutNotify(Int32) Changes the current state without triggering callbacks from the Refresh() method Declaration public void SetIndexWithoutNotify(int value) Parameters Type Name Description Int32 value UnignoreState(Int32) Allows external scripts/UI to change available state options Declaration public void UnignoreState(int index) Parameters Type Name Description Int32 index" + }, + "api/Oculus.Movement.Utils.ActivateToggle.State.html": { + "href": "api/Oculus.Movement.Utils.ActivateToggle.State.html", + "title": "Class ActivateToggle.State | Unity-Movement Documentation", + "keywords": "Class ActivateToggle.State Describes objects bound to a state and functionality triggered by state change Inheritance Object ActivateToggle.State Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class State Constructors State() Declaration public State() State(String, Action, Action) Declaration public State(string name, Action onActivate = null, Action onDeactivate = null) Parameters Type Name Description String name Action onActivate Action onDeactivate Fields Active keep track of whether or not this state is activated Declaration protected bool Active Field Value Type Description Boolean Ignored If true, this state will be ignored by Prev() and Next() methods Declaration public bool Ignored Field Value Type Description Boolean Name Name of this state Declaration public string Name Field Value Type Description String ObjectsToActivate Objects that will activate and deactivate with this state Declaration public List ObjectsToActivate Field Value Type Description List < GameObject > OnActivate Declaration public UnityEvent OnActivate Field Value Type Description UnityEvent OnDeactivate Declaration public UnityEvent OnDeactivate Field Value Type Description UnityEvent Methods SetActive(Boolean) Activates/Deactivates this state (unless it is already activated/deactivated) Declaration public void SetActive(bool active) Parameters Type Name Description Boolean active" + }, + "api/Oculus.Movement.Utils.ActivateToggle.TextChangeEvent.html": { + "href": "api/Oculus.Movement.Utils.ActivateToggle.TextChangeEvent.html", + "title": "Class ActivateToggle.TextChangeEvent | Unity-Movement Documentation", + "keywords": "Class ActivateToggle.TextChangeEvent Callback notifies UI text element of state change Inheritance Object ActivateToggle.TextChangeEvent Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class TextChangeEvent : UnityEvent" + }, + "api/Oculus.Movement.Utils.AddComponentsRuntime.html": { + "href": "api/Oculus.Movement.Utils.AddComponentsRuntime.html", + "title": "Class AddComponentsRuntime | Unity-Movement Documentation", + "keywords": "Class AddComponentsRuntime Allow adding components at runtime. Inheritance Object AddComponentsRuntime Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class AddComponentsRuntime Methods SetupCharacterForAnimationRiggingRetargeting(GameObject, Boolean, Boolean) Adds Animation rigging + retargeting at runtime. Similar to the HelperMenus version except no undo actions since those are not allowed at runtime. Declaration public static void SetupCharacterForAnimationRiggingRetargeting(GameObject selectedGameObject, bool isFullBody = false, bool addConstraints = false) Parameters Type Name Description GameObject selectedGameObject GameObject to add animation rigging + retargeting too. Boolean isFullBody Allows toggling full body or not. Boolean addConstraints Allows adding constraints or not. SetupCharacterForARKitFace(GameObject, Boolean) Allows adding correctives face tracking to a character at runtime. Declaration public static void SetupCharacterForARKitFace(GameObject selectedGameObject, bool allowDuplicates) Parameters Type Name Description GameObject selectedGameObject GameObject to add correctives face tracking to. Boolean allowDuplicates Whether or not to allow duplicate mapping. SetupCharacterForCorrectivesFace(GameObject, Boolean) Allows adding correctives face tracking to a character at runtime. Declaration public static void SetupCharacterForCorrectivesFace(GameObject selectedGameObject, bool allowDuplicates) Parameters Type Name Description GameObject selectedGameObject GameObject to add correctives face tracking to. Boolean allowDuplicates Whether or not to allow duplicate mapping. SetupCharacterForRetargeting(GameObject, Boolean) Sets up character for retargeting. Declaration public static void SetupCharacterForRetargeting(GameObject selectedGameObject, bool isFullBody = false) Parameters Type Name Description GameObject selectedGameObject GameObject used for setup process. Boolean isFullBody Allows toggling full body or not. ValidateGameObjectForFaceMapping(GameObject) Declaration public static void ValidateGameObjectForFaceMapping(GameObject go) Parameters Type Name Description GameObject go" + }, + "api/Oculus.Movement.Utils.AnimatorBoneVisualizer.html": { + "href": "api/Oculus.Movement.Utils.AnimatorBoneVisualizer.html", + "title": "Class AnimatorBoneVisualizer | Unity-Movement Documentation", + "keywords": "Class AnimatorBoneVisualizer Allows visualizing bones found in an Animator component. Inheritance Object BoneVisualizer BoneVisualizer < HumanBodyBones > AnimatorBoneVisualizer Implements IListGenerating Inherited Members BoneVisualizer._visualizationGuideType BoneVisualizer._maskToVisualize BoneVisualizer._customBoneVisualData BoneVisualizer._lineRendererPrefab BoneVisualizer._axisRendererPrefab BoneVisualizer._visualType BoneVisualizer.IsShowingLines BoneVisualizer.IsShowingAxes BoneVisualizer.OnDisable() BoneVisualizer.ResetBoneVisuals() BoneVisualizer.Update() BoneVisualizer.LateUpdate() BoneVisualizer.Visualize() BoneVisualizer.GenerateList() BoneVisualizer.UseStandardBones() BoneVisualizer.ClearList() BoneVisualizer.ClearBoneTupleVisualObjects() BoneVisualizer.ClearBoneAxisVisualObjects() BoneVisualizer.CreateAllBonesMask() BoneVisualizer.ShouldVisualizeJoint(Int32) BoneVisualizer.SetupBoneTupleLineRenderer(BoneVisualizer.BoneTuple<>) BoneVisualizer.GetBoneTransforms(BoneVisualizer.BoneTuple<>, Transform, Transform) BoneVisualizer.SetUpAxisRenderer(Int32) BoneVisualizer.EnforceCustomLineRendererEnableState(BoneVisualizer.BoneTuple<>, Boolean) BoneVisualizer.EnforceAxisRendererEnableState(Int32, Boolean) BoneVisualizer._LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._AXIS_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._whenToRender BoneVisualizer._boneTupleToLineRenderer BoneVisualizer._boneIdToAxisObject BoneVisualizer.OnNewAxis BoneVisualizer.OnNewLine BoneVisualizer.BoneVisualRenderers BoneVisualizer.JointVisualTransforms BoneVisualizer.EnableSkeletonProcessing BoneVisualizer.SkeletonProcessorLabel BoneVisualizer.ProcessSkeleton(OVRSkeleton) Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class AnimatorBoneVisualizer : BoneVisualizer, IListGenerating Fields _animatorComp Animator component to visualize bones for. Declaration protected Animator _animatorComp Field Value Type Description Animator Methods Awake() Declaration protected override void Awake() Overrides Oculus.Movement.Utils.BoneVisualizer.Awake() GetAvatarBodyPart(Int32) Used with Unity's , which selects specific parts of an avatar Declaration protected override AvatarMaskBodyPart GetAvatarBodyPart(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description AvatarMaskBodyPart the containing the given bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetAvatarBodyPart(System.Int32) GetBoneCount() Should be a constant time function returning the count of possible bone/joints Declaration protected override int GetBoneCount() Returns Type Description Int32 number of bones/joints in this skeleton Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneCount() GetBoneTransform(Int32) Used to resolve a joint when rendering Axis Declaration protected override Transform GetBoneTransform(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description Transform the associated with the given bone ID Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTransform(System.Int32) GetBoneTuple(Int32) Gets standard begin and end joints of a bone Declaration protected override BoneVisualizer.BoneTuple GetBoneTuple(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description BoneVisualizer.BoneTuple <> the default BoneVisualizer.BoneTuple for this bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTuple(System.Int32) SetBody(GameObject) Can be used by UI to change the source of the skeleton visual data Declaration public override void SetBody(GameObject body) Parameters Type Name Description GameObject body Overrides BoneVisualizer.SetBody(GameObject) Start() Declaration protected override void Start() Overrides Oculus.Movement.Utils.BoneVisualizer.Start() TryGetBoneTransforms(BoneVisualizer.BoneTuple, out Transform, out Transform) Gets both bone transforms of the given BoneVisualizer.BoneTuple Declaration protected override bool TryGetBoneTransforms(BoneVisualizer.BoneTuple tupleItem, out Transform firstJoint, out Transform secondJoint) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem Transform firstJoint Transform secondJoint Returns Type Description Boolean true if the bones could be retrieved Overrides Oculus.Movement.Utils.BoneVisualizer.TryGetBoneTransforms(Oculus.Movement.Utils.BoneVisualizer.BoneTuple<>, Transform, Transform) Implements IListGenerating" + }, + "api/Oculus.Movement.Utils.AnimatorBoneVisualizerBoneTupleDrawer.html": { + "href": "api/Oculus.Movement.Utils.AnimatorBoneVisualizerBoneTupleDrawer.html", + "title": "Class AnimatorBoneVisualizerBoneTupleDrawer | Unity-Movement Documentation", + "keywords": "Class AnimatorBoneVisualizerBoneTupleDrawer Used to draw a BoneVisualizer.BoneTuple like: [enabled] [FirstBone] [SecondBone] Inheritance Object AnimatorBoneVisualizerBoneTupleDrawer Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class AnimatorBoneVisualizerBoneTupleDrawer : PropertyDrawer Methods OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.Utils.BodyTrackingFidelityToggle.html": { + "href": "api/Oculus.Movement.Utils.BodyTrackingFidelityToggle.html", + "title": "Class BodyTrackingFidelityToggle | Unity-Movement Documentation", + "keywords": "Class BodyTrackingFidelityToggle Allows setting body tracking fidelity. Inheritance Object BodyTrackingFidelityToggle Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class BodyTrackingFidelityToggle : MonoBehaviour Fields _currentFidelity The current body tracking fidelity set. Declaration protected BodyTrackingFidelity2 _currentFidelity Field Value Type Description BodyTrackingFidelity2 _worldText The text to update after body tracking fidelity is changed. Declaration protected TMPro.TextMeshPro _worldText Field Value Type Description TMPro.TextMeshPro Methods SwapFidelity() Changes the body tracking fidelity from low to high or vice versa. Declaration public void SwapFidelity()" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.html", + "title": "Class BoneVisualizer | Unity-Movement Documentation", + "keywords": "Class BoneVisualizer This class is a base class for BoneVisualizer , keeping type information that does not rely on a BoneType generic, and allowing all BoneVisualizer s to be accessed with a common type. Inheritance Object BoneVisualizer BoneVisualizer Implements IListGenerating Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public abstract class BoneVisualizer : MonoBehaviour, IListGenerating Fields _AXIS_VISUAL_NAME_SUFFIX_TOKEN Declaration protected const string _AXIS_VISUAL_NAME_SUFFIX_TOKEN = \"-AxisVisual.\" Field Value Type Description String _boneIdToAxisObject Declaration protected Dictionary _boneIdToAxisObject Field Value Type Description Dictionary < Int32 , Transform > _boneTupleToLineRenderer Declaration protected Dictionary _boneTupleToLineRenderer Field Value Type Description Dictionary < Object , LineRenderer > _CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN Declaration protected const string _CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN = \"-CustomLineVisual.\" Field Value Type Description String _LINE_VISUAL_NAME_SUFFIX_TOKEN Declaration protected const string _LINE_VISUAL_NAME_SUFFIX_TOKEN = \"-LineVisual.\" Field Value Type Description String _whenToRender When to render this skeleton during the Unity gameloop. Declaration protected BoneVisualizer.WhenToRender _whenToRender Field Value Type Description BoneVisualizer.WhenToRender Properties BoneVisualRenderers The dictionary of bone visuals. Note these are visuals of bones, not bones themselves. Declaration public Dictionary BoneVisualRenderers { get; } Property Value Type Description Dictionary < Object , LineRenderer > EnableSkeletonProcessing Declaration public bool EnableSkeletonProcessing { get; set; } Property Value Type Description Boolean JointVisualTransforms The dictionary of bone joint visuals. Note these are visuals of bones, not bones themselves. Declaration public Dictionary JointVisualTransforms { get; } Property Value Type Description Dictionary < Int32 , Transform > OnNewAxis Callback for newly generated Axes Declaration public BoneVisualizer.InstantiateAxisEvent OnNewAxis { get; set; } Property Value Type Description BoneVisualizer.InstantiateAxisEvent OnNewLine Callback for newly generated Lines Declaration public BoneVisualizer.InstantiateLineEvent OnNewLine { get; set; } Property Value Type Description BoneVisualizer.InstantiateLineEvent SkeletonProcessorLabel Declaration public virtual string SkeletonProcessorLabel { get; } Property Value Type Description String Methods ClearList() Clears the generated list Declaration public abstract void ClearList() GenerateList() Generates a list Declaration public abstract void GenerateList() ProcessSkeleton(OVRSkeleton) Declaration public virtual void ProcessSkeleton(OVRSkeleton skeleton) Parameters Type Name Description OVRSkeleton skeleton SetBody(GameObject) Can be used by UI to change the source of the skeleton visual data Declaration public abstract void SetBody(GameObject body) Parameters Type Name Description GameObject body Visualize() Declaration public abstract void Visualize() Implements IListGenerating" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.InstantiateAxisEvent.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.InstantiateAxisEvent.html", + "title": "Delegate BoneVisualizer.InstantiateAxisEvent | Unity-Movement Documentation", + "keywords": "Delegate BoneVisualizer.InstantiateAxisEvent Callback for newly generated Axes Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public delegate void InstantiateAxisEvent(int bone, GameObject gameObject); Parameters Type Name Description Int32 bone GameObject gameObject" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.InstantiateLineEvent.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.InstantiateLineEvent.html", + "title": "Delegate BoneVisualizer.InstantiateLineEvent | Unity-Movement Documentation", + "keywords": "Delegate BoneVisualizer.InstantiateLineEvent Callback for newly generated Lines Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public delegate void InstantiateLineEvent(int firstBone, int secondBone, GameObject gameObject); Parameters Type Name Description Int32 firstBone Int32 secondBone GameObject gameObject" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.VisualizationGuideType.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.VisualizationGuideType.html", + "title": "Enum BoneVisualizer.VisualizationGuideType | Unity-Movement Documentation", + "keywords": "Enum BoneVisualizer.VisualizationGuideType Visualization guide type. Indicates if user wants to use the mask, the standard bone visual data, or their own custom data which allows custom bone pairings. Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public enum VisualizationGuideType Fields Name Description AvatarMask BoneVisualData" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.VisualType.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.VisualType.html", + "title": "Enum BoneVisualizer.VisualType | Unity-Movement Documentation", + "keywords": "Enum BoneVisualizer.VisualType Visual types (lines, axes, etc). Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Flags] public enum VisualType Fields Name Description Axes Lines None" + }, + "api/Oculus.Movement.Utils.BoneVisualizer.WhenToRender.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer.WhenToRender.html", + "title": "Enum BoneVisualizer.WhenToRender | Unity-Movement Documentation", + "keywords": "Enum BoneVisualizer.WhenToRender When in the game loop to update the skeleton from it's source. Useful for debugging the state of the skeleton source at different stages of the game loop. Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public enum WhenToRender Fields Name Description Automatic LateUpdate Update VisualizeCalledExplicitly" + }, + "api/Oculus.Movement.Utils.BoneVisualizer-1.BoneTuple.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer-1.BoneTuple.html", + "title": "Class BoneVisualizer.BoneTuple | Unity-Movement Documentation", + "keywords": "Class BoneVisualizer.BoneTuple Bone tuple class: pair of bone joint IDs that define a bone Inheritance Object BoneVisualizer.BoneTuple Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class BoneTuple Constructors BoneTuple(BoneVisualizer.BoneTuple) Copy Constructor Declaration public BoneTuple(BoneVisualizer.BoneTuple original) Parameters Type Name Description BoneVisualizer.BoneTuple <> original BoneTuple(Int32, Int32) Standard BoneTuple constructor. Declaration public BoneTuple(int firstBone, int secondBone) Parameters Type Name Description Int32 firstBone Int32 secondBone Fields FirstBone First bone in tuple. Declaration public BoneType FirstBone Field Value Type Description BoneType Hide Whether or not to hide the bone (show by default) Declaration public bool Hide Field Value Type Description Boolean SecondBone Second bone in tuple. Declaration public BoneType SecondBone Field Value Type Description BoneType Properties FirstBoneId FirstBone as an Integer, which simplifies code when the bone index is ambiguous Declaration public int FirstBoneId { get; set; } Property Value Type Description Int32 SecondBoneId SecondBone as an Integer, which simplifies code when the bone index is ambiguous Declaration public int SecondBoneId { get; set; } Property Value Type Description Int32 Methods Is(Int32, Int32) General equality check, without the overhead of implementing operator== Declaration public bool Is(int firstBone, int secondBone) Parameters Type Name Description Int32 firstBone Int32 secondBone Returns Type Description Boolean" + }, + "api/Oculus.Movement.Utils.BoneVisualizer-1.CustomBoneVisualData.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer-1.CustomBoneVisualData.html", + "title": "Class BoneVisualizer.CustomBoneVisualData | Unity-Movement Documentation", + "keywords": "Class BoneVisualizer.CustomBoneVisualData Manages data defining which bones should be visualized Inheritance Object BoneVisualizer.CustomBoneVisualData Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class CustomBoneVisualData Constructors CustomBoneVisualData() Default constructor Declaration public CustomBoneVisualData() CustomBoneVisualData(BoneVisualizer.CustomBoneVisualData) Copy constructor Declaration public CustomBoneVisualData(BoneVisualizer.CustomBoneVisualData original) Parameters Type Name Description BoneVisualizer.CustomBoneVisualData <> original Fields _lastKnownTupleCount Keep track of expected bone count, to look for changes Declaration protected int _lastKnownTupleCount Field Value Type Description Int32 BoneTuples Bone tuples to visualize. Declaration public List.BoneTuple> BoneTuples Field Value Type Description List < BoneVisualizer.BoneTuple <>> Properties IsChanged Determine if data has changed and needs to be re-rendered Declaration public bool IsChanged { get; } Property Value Type Description Boolean Methods DoesTupleExist(BoneVisualizer.BoneTuple) Indicates if tuple exists Declaration public bool DoesTupleExist(BoneVisualizer.BoneTuple tuple) Parameters Type Name Description BoneVisualizer.BoneTuple <> tuple Returns Type Description Boolean DoesTupleExist(Int32, Int32) Indicates if tuple exists Declaration public bool DoesTupleExist(int firstBone, int secondBone) Parameters Type Name Description Int32 firstBone First bone in question. Int32 secondBone Second bone in question. Returns Type Description Boolean True if so, false if not. FillArrayWithAllBones(Int32, Func.BoneTuple>) Sets the bone visual array to all bones possible. Call this before Initialize(Int32) Declaration public void FillArrayWithAllBones(int count, Func.BoneTuple> BoneIdToTuple) Parameters Type Name Description Int32 count Func < Int32 , BoneVisualizer.BoneTuple <>> BoneIdToTuple Initialize(Int32) Declaration public void Initialize(int jointCount) Parameters Type Name Description Int32 jointCount IsJointVisible(Int32) Indicates if a joint should be drawn Declaration public bool IsJointVisible(int index) Parameters Type Name Description Int32 index Returns Type Description Boolean" + }, + "api/Oculus.Movement.Utils.BoneVisualizer-1.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizer-1.html", + "title": "Class BoneVisualizer | Unity-Movement Documentation", + "keywords": "Class BoneVisualizer Allows visualizing bones found in an OVRSkeleton or Animator component. should be an enum that maps to bone IDs. Inheritance Object BoneVisualizer BoneVisualizer AnimatorBoneVisualizer FullBodyOVRSkeletonBoneVisualizer OVRSkeletonBoneVisualizer Implements IListGenerating Inherited Members BoneVisualizer._LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._AXIS_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._whenToRender BoneVisualizer._boneTupleToLineRenderer BoneVisualizer._boneIdToAxisObject BoneVisualizer.OnNewAxis BoneVisualizer.OnNewLine BoneVisualizer.BoneVisualRenderers BoneVisualizer.JointVisualTransforms BoneVisualizer.EnableSkeletonProcessing BoneVisualizer.SkeletonProcessorLabel BoneVisualizer.SetBody(GameObject) BoneVisualizer.ProcessSkeleton(OVRSkeleton) Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public abstract class BoneVisualizer : BoneVisualizer, IListGenerating Type Parameters Name Description BoneType Fields _axisRendererPrefab Axis renderer to use for visualization. Declaration protected GameObject _axisRendererPrefab Field Value Type Description GameObject _customBoneVisualData Custom bone visual data, which allows custom pairing of bones for line rendering. Declaration protected BoneVisualizer.CustomBoneVisualData _customBoneVisualData Field Value Type Description BoneVisualizer.CustomBoneVisualData <> _lineRendererPrefab Line renderer to use for visualization. Declaration protected GameObject _lineRendererPrefab Field Value Type Description GameObject _maskToVisualize Mask to use for visualization. Declaration protected AvatarMask _maskToVisualize Field Value Type Description AvatarMask _visualizationGuideType The type of guide used to visualize bones. Declaration protected BoneVisualizer.VisualizationGuideType _visualizationGuideType Field Value Type Description BoneVisualizer.VisualizationGuideType _visualType Indicates what kind of visual is desired. Declaration protected BoneVisualizer.VisualType _visualType Field Value Type Description BoneVisualizer.VisualType Properties IsShowingAxes Does _visualType include Declaration public bool IsShowingAxes { get; set; } Property Value Type Description Boolean IsShowingLines Does _visualType include Declaration public bool IsShowingLines { get; set; } Property Value Type Description Boolean Methods Awake() Declaration protected virtual void Awake() ClearBoneAxisVisualObjects() Declaration protected void ClearBoneAxisVisualObjects() ClearBoneTupleVisualObjects() Declaration protected void ClearBoneTupleVisualObjects() ClearList() Resets all visual data. Declaration public override void ClearList() Overrides BoneVisualizer.ClearList() CreateAllBonesMask() Declaration protected AvatarMask CreateAllBonesMask() Returns Type Description AvatarMask EnforceAxisRendererEnableState(Int32, Boolean) Declaration protected void EnforceAxisRendererEnableState(int bodyBone, bool enableValue) Parameters Type Name Description Int32 bodyBone Boolean enableValue EnforceCustomLineRendererEnableState(BoneVisualizer.BoneTuple, Boolean) Declaration protected void EnforceCustomLineRendererEnableState(BoneVisualizer.BoneTuple tuple, bool enableValue) Parameters Type Name Description BoneVisualizer.BoneTuple <> tuple Boolean enableValue GenerateList() Selects all bones for visualization. Declaration public override void GenerateList() Overrides BoneVisualizer.GenerateList() GetAvatarBodyPart(Int32) Used with Unity's , which selects specific parts of an avatar Declaration protected abstract AvatarMaskBodyPart GetAvatarBodyPart(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description AvatarMaskBodyPart the containing the given bone GetBoneCount() Should be a constant time function returning the count of possible bone/joints Declaration protected abstract int GetBoneCount() Returns Type Description Int32 number of bones/joints in this skeleton GetBoneTransform(Int32) Used to resolve a joint when rendering Axis Declaration protected abstract Transform GetBoneTransform(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description Transform the associated with the given bone ID GetBoneTransforms(BoneVisualizer.BoneTuple, out Transform, out Transform) Declaration protected bool GetBoneTransforms(BoneVisualizer.BoneTuple tupleItem, out Transform firstJoint, out Transform secondJoint) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem Transform firstJoint Transform secondJoint Returns Type Description Boolean GetBoneTuple(Int32) Gets standard begin and end joints of a bone Declaration protected abstract BoneVisualizer.BoneTuple GetBoneTuple(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description BoneVisualizer.BoneTuple <> the default BoneVisualizer.BoneTuple for this bone LateUpdate() MonoBehaviour.LateUpdate Declaration protected virtual void LateUpdate() OnDisable() Declaration protected virtual void OnDisable() ResetBoneVisuals() Clears existing bones. Prompts generation in Update() . Declaration protected void ResetBoneVisuals() SetUpAxisRenderer(Int32) Declaration protected void SetUpAxisRenderer(int currentBone) Parameters Type Name Description Int32 currentBone SetupBoneTupleLineRenderer(BoneVisualizer.BoneTuple) Declaration protected void SetupBoneTupleLineRenderer(BoneVisualizer.BoneTuple tupleItem) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem ShouldVisualizeJoint(Int32) Declaration protected bool ShouldVisualizeJoint(int bone) Parameters Type Name Description Int32 bone Returns Type Description Boolean Start() Declaration protected virtual void Start() TryGetBoneTransforms(BoneVisualizer.BoneTuple, out Transform, out Transform) Gets both bone transforms of the given BoneVisualizer.BoneTuple Declaration protected abstract bool TryGetBoneTransforms(BoneVisualizer.BoneTuple tupleItem, out Transform firstJoint, out Transform secondJoint) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem Transform firstJoint Transform secondJoint Returns Type Description Boolean true if the bones could be retrieved Update() Declaration protected virtual void Update() UseStandardBones() Declaration protected void UseStandardBones() Visualize() Declaration public override void Visualize() Overrides BoneVisualizer.Visualize() Implements IListGenerating" + }, + "api/Oculus.Movement.Utils.BoneVisualizerLineColor.html": { + "href": "api/Oculus.Movement.Utils.BoneVisualizerLineColor.html", + "title": "Class BoneVisualizerLineColor | Unity-Movement Documentation", + "keywords": "Class BoneVisualizerLineColor Add next to a BoneVisualizer script to change it's color. Inheritance Object BoneVisualizerLineColor Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class BoneVisualizerLineColor : MonoBehaviour Properties LineColor gets/sets color of all Oculus.Movement.Utils.BoneVisualizerLineColor._boneVisualizer 's bones Declaration public Color LineColor { get; set; } Property Value Type Description Color Methods SetLineColor(Int32, Int32, GameObject) Will change every bone's color to Oculus.Movement.Utils.BoneVisualizerLineColor._lineColor Declaration public void SetLineColor(int boneA, int boneB, GameObject gameObject) Parameters Type Name Description Int32 boneA Int32 boneB GameObject gameObject" + }, + "api/Oculus.Movement.Utils.DisplayIntAsEnumDrawer.html": { + "href": "api/Oculus.Movement.Utils.DisplayIntAsEnumDrawer.html", + "title": "Class DisplayIntAsEnumDrawer | Unity-Movement Documentation", + "keywords": "Class DisplayIntAsEnumDrawer Int drawer that allows displaying an int like an enum. This is used for displaying ints that are bound to an AnimationStream but are functionally used as an enum. Inheritance Object DisplayIntAsEnumDrawer Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class DisplayIntAsEnumDrawer : PropertyDrawer Methods OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.Utils.EditorSkeletonControlsDrawer.html": { + "href": "api/Oculus.Movement.Utils.EditorSkeletonControlsDrawer.html", + "title": "Class EditorSkeletonControlsDrawer | Unity-Movement Documentation", + "keywords": "Class EditorSkeletonControlsDrawer Used to create a single button hidden in a BoneVisualizer.CustomBoneVisualData element. Inheritance Object EditorSkeletonControlsDrawer Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class EditorSkeletonControlsDrawer : PropertyDrawer Methods GetPropertyInstance(SerializedProperty, Int32) Gets Object s out of a Declaration public object GetPropertyInstance(SerializedProperty property, int offset = 0) Parameters Type Name Description SerializedProperty property property to find the object instance of Int32 offset If zero, provides the raw (unserialized) object. -1 gives it's parent, if the property is in a serialized hierarchy. Returns Type Description Object OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.Utils.FullBodyOVRSkeletonBoneVisualizer.html": { + "href": "api/Oculus.Movement.Utils.FullBodyOVRSkeletonBoneVisualizer.html", + "title": "Class FullBodyOVRSkeletonBoneVisualizer | Unity-Movement Documentation", + "keywords": "Class FullBodyOVRSkeletonBoneVisualizer Allows visualizing bones found in an OVRSkeleton component for full-body characters. Inheritance Object BoneVisualizer BoneVisualizer < OVRHumanBodyBonesMappings.BodyTrackingBoneId > FullBodyOVRSkeletonBoneVisualizer Implements IListGenerating Inherited Members BoneVisualizer._visualizationGuideType BoneVisualizer._maskToVisualize BoneVisualizer._customBoneVisualData BoneVisualizer._lineRendererPrefab BoneVisualizer._axisRendererPrefab BoneVisualizer._visualType BoneVisualizer.IsShowingLines BoneVisualizer.IsShowingAxes BoneVisualizer.OnDisable() BoneVisualizer.ResetBoneVisuals() BoneVisualizer.Update() BoneVisualizer.LateUpdate() BoneVisualizer.Visualize() BoneVisualizer.GenerateList() BoneVisualizer.UseStandardBones() BoneVisualizer.ClearList() BoneVisualizer.ClearBoneTupleVisualObjects() BoneVisualizer.ClearBoneAxisVisualObjects() BoneVisualizer.CreateAllBonesMask() BoneVisualizer.ShouldVisualizeJoint(Int32) BoneVisualizer.SetupBoneTupleLineRenderer(BoneVisualizer.BoneTuple<>) BoneVisualizer.GetBoneTransforms(BoneVisualizer.BoneTuple<>, Transform, Transform) BoneVisualizer.SetUpAxisRenderer(Int32) BoneVisualizer.EnforceCustomLineRendererEnableState(BoneVisualizer.BoneTuple<>, Boolean) BoneVisualizer.EnforceAxisRendererEnableState(Int32, Boolean) BoneVisualizer._LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._AXIS_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._whenToRender BoneVisualizer._boneTupleToLineRenderer BoneVisualizer._boneIdToAxisObject BoneVisualizer.OnNewAxis BoneVisualizer.OnNewLine BoneVisualizer.BoneVisualRenderers BoneVisualizer.JointVisualTransforms BoneVisualizer.EnableSkeletonProcessing BoneVisualizer.SkeletonProcessorLabel BoneVisualizer.ProcessSkeleton(OVRSkeleton) Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class FullBodyOVRSkeletonBoneVisualizer : BoneVisualizer, IListGenerating Fields _ovrSkeletonComp OVRSkeleton component to visualize bones for. Declaration protected OVRSkeleton _ovrSkeletonComp Field Value Type Description OVRSkeleton _visualizeBindPose Whether to visualize bind pose or not. Declaration protected bool _visualizeBindPose Field Value Type Description Boolean Methods Awake() Declaration protected override void Awake() Overrides Oculus.Movement.Utils.BoneVisualizer.Awake() GetAvatarBodyPart(Int32) Used with Unity's , which selects specific parts of an avatar Declaration protected override AvatarMaskBodyPart GetAvatarBodyPart(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description AvatarMaskBodyPart the containing the given bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetAvatarBodyPart(System.Int32) GetBoneCount() Should be a constant time function returning the count of possible bone/joints Declaration protected override int GetBoneCount() Returns Type Description Int32 number of bones/joints in this skeleton Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneCount() GetBoneTransform(Int32) Used to resolve a joint when rendering Axis Declaration protected override Transform GetBoneTransform(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description Transform the associated with the given bone ID Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTransform(System.Int32) GetBoneTuple(Int32) Gets standard begin and end joints of a bone Declaration protected override BoneVisualizer.BoneTuple GetBoneTuple(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description BoneVisualizer.BoneTuple <> the default BoneVisualizer.BoneTuple for this bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTuple(System.Int32) SetBody(GameObject) Can be used by UI to change the source of the skeleton visual data Declaration public override void SetBody(GameObject body) Parameters Type Name Description GameObject body Overrides BoneVisualizer.SetBody(GameObject) Start() Declaration protected override void Start() Overrides Oculus.Movement.Utils.BoneVisualizer.Start() TryGetBoneTransforms(BoneVisualizer.BoneTuple, out Transform, out Transform) Gets both bone transforms of the given BoneVisualizer.BoneTuple Declaration protected override bool TryGetBoneTransforms(BoneVisualizer.BoneTuple tupleItem, out Transform firstJoint, out Transform secondJoint) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem Transform firstJoint Transform secondJoint Returns Type Description Boolean true if the bones could be retrieved Overrides Oculus.Movement.Utils.BoneVisualizer.TryGetBoneTransforms(Oculus.Movement.Utils.BoneVisualizer.BoneTuple<>, Transform, Transform) Implements IListGenerating" + }, + "api/Oculus.Movement.Utils.html": { + "href": "api/Oculus.Movement.Utils.html", + "title": "Namespace Oculus.Movement.Utils | Unity-Movement Documentation", + "keywords": "Namespace Oculus.Movement.Utils Classes ActivateToggle Designed to turn on/off objects with ActivateToggle.State Describes objects bound to a state and functionality triggered by state change ActivateToggle.TextChangeEvent Callback notifies UI text element of state change AddComponentsRuntime Allow adding components at runtime. AnimatorBoneVisualizer Allows visualizing bones found in an Animator component. AnimatorBoneVisualizerBoneTupleDrawer Used to draw a BoneVisualizer.BoneTuple like: [enabled] [FirstBone] [SecondBone] BodyTrackingFidelityToggle Allows setting body tracking fidelity. BoneVisualizer This class is a base class for BoneVisualizer , keeping type information that does not rely on a BoneType generic, and allowing all BoneVisualizer s to be accessed with a common type. BoneVisualizer Allows visualizing bones found in an OVRSkeleton or Animator component. should be an enum that maps to bone IDs. BoneVisualizer.BoneTuple Bone tuple class: pair of bone joint IDs that define a bone BoneVisualizer.CustomBoneVisualData Manages data defining which bones should be visualized BoneVisualizerLineColor Add next to a BoneVisualizer script to change it's color. DisplayIntAsEnumDrawer Int drawer that allows displaying an int like an enum. This is used for displaying ints that are bound to an AnimationStream but are functionally used as an enum. EditorSkeletonControlsDrawer Used to create a single button hidden in a BoneVisualizer.CustomBoneVisualData element. FullBodyOVRSkeletonBoneVisualizer Allows visualizing bones found in an OVRSkeleton component for full-body characters. IntAsEnumAttribute Attribute used to display an int as an enum. OVRBodyTrackingStateListener Recognizes if runtime has functional body tracking, and notifies with callbacks. OVRBodyTrackingStateListener.StateListeners Named body tracking state listeners OVRInputBinding Reads inputs from and passes that input to Unity objects OVRInputBinding.ButtonBinding Data structure identifying an OVRInput to bind to a boolean event OVRInputBinding.JoystickBinding Data structure identifying an OVRInput to bind to a Vector2 event OVRInputBinding.UnityEvent_bool Triggered by changes to IsActive OVRInputBinding.UnityEvent_Vector2 Triggered by changes to Input OVRSkeletonBoneVisualizer Allows visualizing bones found in an OVRSkeleton component. OVRSkeletonBoneVisualizerBoneTupleDrawer Used to draw a BoneVisualizer.BoneTuple like: [enabled] [FirstBone] [SecondBone] ProjectSettingsValidationWindow Editor window that displays information about configuring the project. ProjectValidation Validates various project settings for the samples to work correctly. ReorderInHierarchy Used to change hierarchy at runtime. Allows arrangement in a more intuitive manner during edit time. RequestMicrophonePermissions Request microphone permissions to be used as a fallback for OVRFaceExpression blendshapes when face tracking permissions aren't enabled, or if the face is obscured. ScreenshotFaceExpressions Take screenshots of the specified blendshape mapping. ScreenshotFaceExpressionsCapture Take screenshots of the specified blendshape mapping. ScreenshotFaceExpressionsCaptureEditor Custom Editor for ScreenshotFaceExpressionsCapture component. ScreenshotFaceExpressionsEditor Editor class defining interface for screenshot face expressions. ShaderBuildPreprocessor Process which shader variants get included in a build. SuggestBodyTrackingCalibrationButton Calls calibration to allow setting one's height. ToggleConstraintsSkeletonState If the bones are not valid then turn off constraints specified. This is useful if a constraint depends on the skeleton code to set the value of a bone every frame. Like a multi-position constraint that applies an offset. TransformsFollowMe Moves other transforms to this object constantly during LateUpdate TransformsFollowMe.Follower Used by objects being moved to mark who is moving them. UnityInputBinding Listens to Unity press and release, as well as \"Hoizontal\" and \"Vertical\" UnityInputBinding.KeyBinding Input binding meta data that wraps around UnityInputBinding.UnityEvent_bool UnityInputBinding.UnityEvent_bool Triggered by press and release UnityInputBinding.UnityEvent_Vector2 Triggered by \"Hoizontal\" and \"Vertical\" Interfaces IListGenerating Allows list creation/destruction without referencing the type of list Enums BoneVisualizer.VisualizationGuideType Visualization guide type. Indicates if user wants to use the mask, the standard bone visual data, or their own custom data which allows custom bone pairings. BoneVisualizer.VisualType Visual types (lines, axes, etc). BoneVisualizer.WhenToRender When in the game loop to update the skeleton from it's source. Useful for debugging the state of the skeleton source at different stages of the game loop. OVRBodyTrackingStateListener.BodyInputState General availability state of body tracking ReorderInHierarchy.HowToReorder Delegates BoneVisualizer.InstantiateAxisEvent Callback for newly generated Axes BoneVisualizer.InstantiateLineEvent Callback for newly generated Lines" + }, + "api/Oculus.Movement.Utils.IListGenerating.html": { + "href": "api/Oculus.Movement.Utils.IListGenerating.html", + "title": "Interface IListGenerating | Unity-Movement Documentation", + "keywords": "Interface IListGenerating Allows list creation/destruction without referencing the type of list Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public interface IListGenerating Methods ClearList() Clears the generated list Declaration void ClearList() GenerateList() Generates a list Declaration void GenerateList()" + }, + "api/Oculus.Movement.Utils.IntAsEnumAttribute.html": { + "href": "api/Oculus.Movement.Utils.IntAsEnumAttribute.html", + "title": "Class IntAsEnumAttribute | Unity-Movement Documentation", + "keywords": "Class IntAsEnumAttribute Attribute used to display an int as an enum. Inheritance Object IntAsEnumAttribute Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class IntAsEnumAttribute : PropertyAttribute Constructors IntAsEnumAttribute(Type) Declaration public IntAsEnumAttribute(Type type) Parameters Type Name Description Type type Properties Type Declaration public Type Type { get; } Property Value Type Description Type" + }, + "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.BodyInputState.html": { + "href": "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.BodyInputState.html", + "title": "Enum OVRBodyTrackingStateListener.BodyInputState | Unity-Movement Documentation", + "keywords": "Enum OVRBodyTrackingStateListener.BodyInputState General availability state of body tracking Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public enum BodyInputState Fields Name Description BodyTrackingAvailable Body tracking data is available, all is well. BodyTrackingNotAvailable Headset is connected, but body tracking is missing (permissions, OS, Link version) HeadsetNotConnected The headset is not even connected None Calculation is not yet finished" + }, + "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.html": { + "href": "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.html", + "title": "Class OVRBodyTrackingStateListener | Unity-Movement Documentation", + "keywords": "Class OVRBodyTrackingStateListener Recognizes if runtime has functional body tracking, and notifies with callbacks. Inheritance Object OVRBodyTrackingStateListener Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class OVRBodyTrackingStateListener : MonoBehaviour Fields _stateListeners Named body tracking state listeners Declaration protected OVRBodyTrackingStateListener.StateListeners _stateListeners Field Value Type Description OVRBodyTrackingStateListener.StateListeners Methods IsHeadsetConnected() Check if the headset is connected in this scene. TODO validate with other experts Declaration public static bool IsHeadsetConnected() Returns Type Description Boolean" + }, + "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.StateListeners.html": { + "href": "api/Oculus.Movement.Utils.OVRBodyTrackingStateListener.StateListeners.html", + "title": "Class OVRBodyTrackingStateListener.StateListeners | Unity-Movement Documentation", + "keywords": "Class OVRBodyTrackingStateListener.StateListeners Named body tracking state listeners Inheritance Object OVRBodyTrackingStateListener.StateListeners Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class StateListeners Fields BodyTrackingNotWorking Declaration public UnityEvent BodyTrackingNotWorking Field Value Type Description UnityEvent BodyTrackingWorking Declaration public UnityEvent BodyTrackingWorking Field Value Type Description UnityEvent HeadsetNotConnected Declaration public UnityEvent HeadsetNotConnected Field Value Type Description UnityEvent Methods ExecuteCallbacksByState(OVRBodyTrackingStateListener.BodyInputState) Declaration public void ExecuteCallbacksByState(OVRBodyTrackingStateListener.BodyInputState state) Parameters Type Name Description OVRBodyTrackingStateListener.BodyInputState state" + }, + "api/Oculus.Movement.Utils.OVRInputBinding.ButtonBinding.html": { + "href": "api/Oculus.Movement.Utils.OVRInputBinding.ButtonBinding.html", + "title": "Class OVRInputBinding.ButtonBinding | Unity-Movement Documentation", + "keywords": "Class OVRInputBinding.ButtonBinding Data structure identifying an OVRInput to bind to a boolean event Inheritance Object OVRInputBinding.ButtonBinding Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class ButtonBinding Fields Button Declaration public OVRInput.Button Button Field Value Type Description OVRInput.Button Controller Declaration public OVRInput.Controller Controller Field Value Type Description OVRInput.Controller name Declaration public string name Field Value Type Description String Notify Declaration public OVRInputBinding.UnityEvent_bool Notify Field Value Type Description OVRInputBinding.UnityEvent_bool Properties IsActive Declaration public bool IsActive { get; } Property Value Type Description Boolean Methods ToString() Declaration public override string ToString() Returns Type Description String Overrides Object.ToString() Update() Declaration public void Update()" + }, + "api/Oculus.Movement.Utils.OVRInputBinding.html": { + "href": "api/Oculus.Movement.Utils.OVRInputBinding.html", + "title": "Class OVRInputBinding | Unity-Movement Documentation", + "keywords": "Class OVRInputBinding Reads inputs from and passes that input to Unity objects Inheritance Object OVRInputBinding Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class OVRInputBinding : MonoBehaviour" + }, + "api/Oculus.Movement.Utils.OVRInputBinding.JoystickBinding.html": { + "href": "api/Oculus.Movement.Utils.OVRInputBinding.JoystickBinding.html", + "title": "Class OVRInputBinding.JoystickBinding | Unity-Movement Documentation", + "keywords": "Class OVRInputBinding.JoystickBinding Data structure identifying an OVRInput to bind to a Vector2 event Inheritance Object OVRInputBinding.JoystickBinding Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class JoystickBinding Fields Axis Declaration public OVRInput.Axis2D Axis Field Value Type Description OVRInput.Axis2D name Declaration public string name Field Value Type Description String Notify Declaration public OVRInputBinding.UnityEvent_Vector2 Notify Field Value Type Description OVRInputBinding.UnityEvent_Vector2 Properties Input Declaration public Vector2 Input { get; } Property Value Type Description Vector2 Methods ToString() Declaration public override string ToString() Returns Type Description String Overrides Object.ToString() Update() Declaration public void Update()" + }, + "api/Oculus.Movement.Utils.OVRInputBinding.UnityEvent_bool.html": { + "href": "api/Oculus.Movement.Utils.OVRInputBinding.UnityEvent_bool.html", + "title": "Class OVRInputBinding.UnityEvent_bool | Unity-Movement Documentation", + "keywords": "Class OVRInputBinding.UnityEvent_bool Triggered by changes to IsActive Inheritance Object OVRInputBinding.UnityEvent_bool Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class UnityEvent_bool : UnityEvent" + }, + "api/Oculus.Movement.Utils.OVRInputBinding.UnityEvent_Vector2.html": { + "href": "api/Oculus.Movement.Utils.OVRInputBinding.UnityEvent_Vector2.html", + "title": "Class OVRInputBinding.UnityEvent_Vector2 | Unity-Movement Documentation", + "keywords": "Class OVRInputBinding.UnityEvent_Vector2 Triggered by changes to Input Inheritance Object OVRInputBinding.UnityEvent_Vector2 Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax [Serializable] public class UnityEvent_Vector2 : UnityEvent" + }, + "api/Oculus.Movement.Utils.OVRSkeletonBoneVisualizer.html": { + "href": "api/Oculus.Movement.Utils.OVRSkeletonBoneVisualizer.html", + "title": "Class OVRSkeletonBoneVisualizer | Unity-Movement Documentation", + "keywords": "Class OVRSkeletonBoneVisualizer Allows visualizing bones found in an OVRSkeleton component. Inheritance Object BoneVisualizer BoneVisualizer < OVRHumanBodyBonesMappings.BodyTrackingBoneId > OVRSkeletonBoneVisualizer Implements IListGenerating Inherited Members BoneVisualizer._visualizationGuideType BoneVisualizer._maskToVisualize BoneVisualizer._customBoneVisualData BoneVisualizer._lineRendererPrefab BoneVisualizer._axisRendererPrefab BoneVisualizer._visualType BoneVisualizer.IsShowingLines BoneVisualizer.IsShowingAxes BoneVisualizer.OnDisable() BoneVisualizer.ResetBoneVisuals() BoneVisualizer.Update() BoneVisualizer.LateUpdate() BoneVisualizer.Visualize() BoneVisualizer.GenerateList() BoneVisualizer.UseStandardBones() BoneVisualizer.ClearList() BoneVisualizer.ClearBoneTupleVisualObjects() BoneVisualizer.ClearBoneAxisVisualObjects() BoneVisualizer.CreateAllBonesMask() BoneVisualizer.ShouldVisualizeJoint(Int32) BoneVisualizer.SetupBoneTupleLineRenderer(BoneVisualizer.BoneTuple<>) BoneVisualizer.GetBoneTransforms(BoneVisualizer.BoneTuple<>, Transform, Transform) BoneVisualizer.SetUpAxisRenderer(Int32) BoneVisualizer.EnforceCustomLineRendererEnableState(BoneVisualizer.BoneTuple<>, Boolean) BoneVisualizer.EnforceAxisRendererEnableState(Int32, Boolean) BoneVisualizer._LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._CUSTOM_LINE_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._AXIS_VISUAL_NAME_SUFFIX_TOKEN BoneVisualizer._whenToRender BoneVisualizer._boneTupleToLineRenderer BoneVisualizer._boneIdToAxisObject BoneVisualizer.OnNewAxis BoneVisualizer.OnNewLine BoneVisualizer.BoneVisualRenderers BoneVisualizer.JointVisualTransforms BoneVisualizer.EnableSkeletonProcessing BoneVisualizer.SkeletonProcessorLabel BoneVisualizer.ProcessSkeleton(OVRSkeleton) Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class OVRSkeletonBoneVisualizer : BoneVisualizer, IListGenerating Fields _ovrSkeletonComp OVRSkeleton component to visualize bones for. Declaration protected OVRSkeleton _ovrSkeletonComp Field Value Type Description OVRSkeleton _visualizeBindPose Whether to visualize bind pose or not. Declaration protected bool _visualizeBindPose Field Value Type Description Boolean Methods Awake() Declaration protected override void Awake() Overrides Oculus.Movement.Utils.BoneVisualizer.Awake() GetAvatarBodyPart(Int32) Used with Unity's , which selects specific parts of an avatar Declaration protected override AvatarMaskBodyPart GetAvatarBodyPart(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description AvatarMaskBodyPart the containing the given bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetAvatarBodyPart(System.Int32) GetBoneCount() Should be a constant time function returning the count of possible bone/joints Declaration protected override int GetBoneCount() Returns Type Description Int32 number of bones/joints in this skeleton Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneCount() GetBoneTransform(Int32) Used to resolve a joint when rendering Axis Declaration protected override Transform GetBoneTransform(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description Transform the associated with the given bone ID Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTransform(System.Int32) GetBoneTuple(Int32) Gets standard begin and end joints of a bone Declaration protected override BoneVisualizer.BoneTuple GetBoneTuple(int currentBone) Parameters Type Name Description Int32 currentBone Returns Type Description BoneVisualizer.BoneTuple <> the default BoneVisualizer.BoneTuple for this bone Overrides Oculus.Movement.Utils.BoneVisualizer.GetBoneTuple(System.Int32) SetBody(GameObject) Can be used by UI to change the source of the skeleton visual data Declaration public override void SetBody(GameObject body) Parameters Type Name Description GameObject body Overrides BoneVisualizer.SetBody(GameObject) Start() Declaration protected override void Start() Overrides Oculus.Movement.Utils.BoneVisualizer.Start() TryGetBoneTransforms(BoneVisualizer.BoneTuple, out Transform, out Transform) Gets both bone transforms of the given BoneVisualizer.BoneTuple Declaration protected override bool TryGetBoneTransforms(BoneVisualizer.BoneTuple tupleItem, out Transform firstJoint, out Transform secondJoint) Parameters Type Name Description BoneVisualizer.BoneTuple <> tupleItem Transform firstJoint Transform secondJoint Returns Type Description Boolean true if the bones could be retrieved Overrides Oculus.Movement.Utils.BoneVisualizer.TryGetBoneTransforms(Oculus.Movement.Utils.BoneVisualizer.BoneTuple<>, Transform, Transform) Implements IListGenerating" + }, + "api/Oculus.Movement.Utils.OVRSkeletonBoneVisualizerBoneTupleDrawer.html": { + "href": "api/Oculus.Movement.Utils.OVRSkeletonBoneVisualizerBoneTupleDrawer.html", + "title": "Class OVRSkeletonBoneVisualizerBoneTupleDrawer | Unity-Movement Documentation", + "keywords": "Class OVRSkeletonBoneVisualizerBoneTupleDrawer Used to draw a BoneVisualizer.BoneTuple like: [enabled] [FirstBone] [SecondBone] Inheritance Object OVRSkeletonBoneVisualizerBoneTupleDrawer Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class OVRSkeletonBoneVisualizerBoneTupleDrawer : PropertyDrawer Methods BoneTupleGUI(Rect, SerializedProperty, GUIContent) Call from OnGUI to draw a BoneVisualizer.BoneTuple . Declaration public static void BoneTupleGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label OnGUI(Rect, SerializedProperty, GUIContent) Declaration public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) Parameters Type Name Description Rect position SerializedProperty property GUIContent label" + }, + "api/Oculus.Movement.Utils.ProjectSettingsValidationWindow.html": { + "href": "api/Oculus.Movement.Utils.ProjectSettingsValidationWindow.html", + "title": "Class ProjectSettingsValidationWindow | Unity-Movement Documentation", + "keywords": "Class ProjectSettingsValidationWindow Editor window that displays information about configuring the project. Inheritance Object ProjectSettingsValidationWindow Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ProjectSettingsValidationWindow : EditorWindow Methods ShowProjectSettingsValidationWindow() Shows the project settings validation window. Declaration public static void ShowProjectSettingsValidationWindow()" + }, + "api/Oculus.Movement.Utils.ProjectValidation.html": { + "href": "api/Oculus.Movement.Utils.ProjectValidation.html", + "title": "Class ProjectValidation | Unity-Movement Documentation", + "keywords": "Class ProjectValidation Validates various project settings for the samples to work correctly. Inheritance Object ProjectValidation Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ProjectValidation Methods BuildProjectAndroid64() Declaration public static void BuildProjectAndroid64()" + }, + "api/Oculus.Movement.Utils.ReorderInHierarchy.HowToReorder.html": { + "href": "api/Oculus.Movement.Utils.ReorderInHierarchy.HowToReorder.html", + "title": "Enum ReorderInHierarchy.HowToReorder | Unity-Movement Documentation", + "keywords": "Enum ReorderInHierarchy.HowToReorder Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public enum HowToReorder Fields Name Description BecomeChildOf Move this to be a child of the given target BecomeChildOfAndLoseOldPosition Move this to be a child of the given target, and set position/rotation to zero BecomeParentOf Move the given target to be a child of this BecomeParentOfAndClearOldPosition Move the given target to be a child of this, set target's position/rotation to zero BecomeSiblingAfter Move this to be a child of the given target's parent, after the given target BecomeSiblingBefore Move this to be a child of the given target's parent, before the given target None Do not touch the hierarchy" + }, + "api/Oculus.Movement.Utils.ReorderInHierarchy.html": { + "href": "api/Oculus.Movement.Utils.ReorderInHierarchy.html", + "title": "Class ReorderInHierarchy | Unity-Movement Documentation", + "keywords": "Class ReorderInHierarchy Used to change hierarchy at runtime. Allows arrangement in a more intuitive manner during edit time. Inheritance Object ReorderInHierarchy Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ReorderInHierarchy : MonoBehaviour Properties Target Which object to reorder in relation to Declaration public Transform Target { get; set; } Property Value Type Description Transform Methods BecomeChildOf(Transform) Declaration public void BecomeChildOf(Transform newParent) Parameters Type Name Description Transform newParent BecomeChildOf(Transform, Transform) Declaration public static void BecomeChildOf(Transform transform, Transform newParent) Parameters Type Name Description Transform transform Transform newParent BecomeChildOfLoseOldPosition(Transform) Declaration public void BecomeChildOfLoseOldPosition(Transform newParent) Parameters Type Name Description Transform newParent BecomeChildOfLoseOldPosition(Transform, Transform) Declaration public static void BecomeChildOfLoseOldPosition(Transform transform, Transform newParent) Parameters Type Name Description Transform transform Transform newParent BecomeParentOf(Transform) Declaration public void BecomeParentOf(Transform newChild) Parameters Type Name Description Transform newChild BecomeParentOf(Transform, Transform) Declaration public static void BecomeParentOf(Transform transform, Transform newChild) Parameters Type Name Description Transform transform Transform newChild BecomeParentOfLoseOldPosition(Transform, Transform) Declaration public static void BecomeParentOfLoseOldPosition(Transform transform, Transform newChild) Parameters Type Name Description Transform transform Transform newChild BecomeSiblingAfter(Transform) Declaration public void BecomeSiblingAfter(Transform sibling) Parameters Type Name Description Transform sibling BecomeSiblingAfter(Transform, Transform) Declaration public static void BecomeSiblingAfter(Transform transform, Transform sibling) Parameters Type Name Description Transform transform Transform sibling BecomeSiblingBefore(Transform) Declaration public void BecomeSiblingBefore(Transform sibling) Parameters Type Name Description Transform sibling BecomeSiblingBefore(Transform, Transform) Declaration public static void BecomeSiblingBefore(Transform transform, Transform sibling) Parameters Type Name Description Transform transform Transform sibling DoActivateTrigger() Do the reordering defined by this component Declaration public void DoActivateTrigger()" + }, + "api/Oculus.Movement.Utils.RequestMicrophonePermissions.html": { + "href": "api/Oculus.Movement.Utils.RequestMicrophonePermissions.html", + "title": "Class RequestMicrophonePermissions | Unity-Movement Documentation", + "keywords": "Class RequestMicrophonePermissions Request microphone permissions to be used as a fallback for OVRFaceExpression blendshapes when face tracking permissions aren't enabled, or if the face is obscured. Inheritance Object RequestMicrophonePermissions Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class RequestMicrophonePermissions : MonoBehaviour Properties PermissionsFlowDone True when permissions done. Declaration public bool PermissionsFlowDone { get; } Property Value Type Description Boolean" + }, + "api/Oculus.Movement.Utils.ScreenshotFaceExpressions.html": { + "href": "api/Oculus.Movement.Utils.ScreenshotFaceExpressions.html", + "title": "Class ScreenshotFaceExpressions | Unity-Movement Documentation", + "keywords": "Class ScreenshotFaceExpressions Take screenshots of the specified blendshape mapping. Inheritance Object ScreenshotFaceExpressions Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ScreenshotFaceExpressions : MonoBehaviour Fields _camera The camera which its viewport will be used to take the screenshot. Declaration protected Camera _camera Field Value Type Description Camera _correctives The target corrective shapes driver. Declaration protected CorrectiveShapesDriver _correctives Field Value Type Description CorrectiveShapesDriver _mapping The target blendshape mapping. Declaration protected BlendshapeMapping _mapping Field Value Type Description BlendshapeMapping _screenshotFolder The path to the screenshots folder. Declaration protected string _screenshotFolder Field Value Type Description String _screenshotHeight The height of the screenshot texture. Declaration protected int _screenshotHeight Field Value Type Description Int32 _screenshotNeutral If true, take a screenshot of the viewport without any blendshapes. Declaration protected bool _screenshotNeutral Field Value Type Description Boolean _screenshotWidth The width of the screenshot texture. Declaration protected int _screenshotWidth Field Value Type Description Int32 Methods StartTakingBlendshapeScreenshots() Start the coroutine to take screenshots of all of the blendshapes. Declaration public void StartTakingBlendshapeScreenshots()" + }, + "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsCapture.html": { + "href": "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsCapture.html", + "title": "Class ScreenshotFaceExpressionsCapture | Unity-Movement Documentation", + "keywords": "Class ScreenshotFaceExpressionsCapture Take screenshots of the specified blendshape mapping. Inheritance Object ScreenshotFaceExpressionsCapture Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ScreenshotFaceExpressionsCapture : MonoBehaviour Fields _camera The camera which its viewport will be used to take the screenshot. Declaration protected Camera _camera Field Value Type Description Camera _correctivesFaceComponents All face components to drive while capturing screenshots. Declaration protected CorrectivesFace[] _correctivesFaceComponents Field Value Type Description CorrectivesFace [] _screenshotFolder The path to the screenshots folder. Declaration protected string _screenshotFolder Field Value Type Description String _screenshotHeight The height of the screenshot texture. Declaration protected int _screenshotHeight Field Value Type Description Int32 _screenshotNeutral If true, take a screenshot of the viewport without any blendshapes. Declaration protected bool _screenshotNeutral Field Value Type Description Boolean _screenshotWidth The width of the screenshot texture. Declaration protected int _screenshotWidth Field Value Type Description Int32 Methods StartTakingFaceExpressionScreenshots() Start the coroutine to take screenshots of all of the face expressions. Declaration public void StartTakingFaceExpressionScreenshots()" + }, + "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsCaptureEditor.html": { + "href": "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsCaptureEditor.html", + "title": "Class ScreenshotFaceExpressionsCaptureEditor | Unity-Movement Documentation", + "keywords": "Class ScreenshotFaceExpressionsCaptureEditor Custom Editor for ScreenshotFaceExpressionsCapture component. Inheritance Object ScreenshotFaceExpressionsCaptureEditor Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ScreenshotFaceExpressionsCaptureEditor : Editor Methods OnInspectorGUI() Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsEditor.html": { + "href": "api/Oculus.Movement.Utils.ScreenshotFaceExpressionsEditor.html", + "title": "Class ScreenshotFaceExpressionsEditor | Unity-Movement Documentation", + "keywords": "Class ScreenshotFaceExpressionsEditor Editor class defining interface for screenshot face expressions. Inheritance Object ScreenshotFaceExpressionsEditor Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ScreenshotFaceExpressionsEditor : Editor Methods OnInspectorGUI() Defines the look of the script's GUI. Declaration public override void OnInspectorGUI()" + }, + "api/Oculus.Movement.Utils.ShaderBuildPreprocessor.html": { + "href": "api/Oculus.Movement.Utils.ShaderBuildPreprocessor.html", + "title": "Class ShaderBuildPreprocessor | Unity-Movement Documentation", + "keywords": "Class ShaderBuildPreprocessor Process which shader variants get included in a build. Inheritance Object ShaderBuildPreprocessor Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class ShaderBuildPreprocessor : IPreprocessShaders Properties callbackOrder Used to set when Unity calls this shader preprocessor. Declaration public int callbackOrder { get; } Property Value Type Description Int32 Methods OnProcessShader(Shader, ShaderSnippetData, IList) Callback before each shader is compiled. Declaration public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList data) Parameters Type Name Description Shader shader The shader about to be compiled. ShaderSnippetData snippet Shader details. IList < ShaderCompilerData > data List of shader variants." + }, + "api/Oculus.Movement.Utils.SuggestBodyTrackingCalibrationButton.html": { + "href": "api/Oculus.Movement.Utils.SuggestBodyTrackingCalibrationButton.html", + "title": "Class SuggestBodyTrackingCalibrationButton | Unity-Movement Documentation", + "keywords": "Class SuggestBodyTrackingCalibrationButton Calls calibration to allow setting one's height. Inheritance Object SuggestBodyTrackingCalibrationButton Namespace : Oculus.Movement.Utils Assembly : cs.temp.dll.dll Syntax public class SuggestBodyTrackingCalibrationButton : MonoBehaviour Fields _calibrateOnStartup Allows calibration on startup. Declaration protected bool _calibrateOnStartup Field Value Type Description Boolean _height The height to set in meters. Declaration protected float _height Field Value Type Description Single _worldText The text to modify once height is modified. Declaration protected TMPro.TextMeshPro _worldText Field Value Type Description TMPro.TextMeshPro Methods CalibrateHeight() Calibrates height to the value specified by this script's field. Declaration public void CalibrateHeight()" + }, + "api/Oculus.Movement.Utils.ToggleConstraintsSkeletonState.html": { + "href": "api/Oculus.Movement.Utils.ToggleConstraintsSkeletonState.html", + "title": "Class ToggleConstraintsSkeletonState | Unity-Movement Documentation", + "keywords": "Class ToggleConstraintsSkeletonState If the bones are not valid then turn off constraints specified. This is useful if a constraint depends on the skeleton code to set the value of a bone every frame. Like a multi-position constraint that applies an offset. 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With this package, developers can leverage tracking to populate VR environments with custom avatars that bring the expressiveness of users into the virtual environments that they create. Requirements Unity 2021.3.26f1 (2021 LTS) or newer installed v60.0 or newer of the Meta XR SDK. You will need the Meta XR Core SDK, Meta XR Interaction SDK and Meta XR Interaction SDK OVR Samples packages found on this page . A project set up with these configuration settings Licenses The Unity-Movement package is released under the Oculus License . The MIT License applies to only certain, clearly marked documents. If an individual file does not indicate which license it is subject to, then the Oculus License applies. Getting Started First, ensure that all of the requirements are met. Then, bring this package into the project. In Package Manager, click on the add button below the window title and select Add package from git URL… , using this URL: https://github.com/oculus-samples/Unity-Movement.git To grab a specific version of the package, append the version number with a # to the git URL (i.e. https://github.com/oculus-samples/Unity-Movement.git#1.2.0 ) Alternatively, in package manager, click on the add button below the window title and select Add package from disk... , using the package.json located after unzipping one of the releases here: https://github.com/oculus-samples/Unity-Movement/releases The sample scenes are located under the Samples/Scenes folder. Unity Setup If the new scene or an existing scene doesn’t have a GameObject with the OVRCameraRig component, follow the steps: From the Hierarchy tab, look for a Main Camera GameObject. If the Main Camera GameObject is present, right-click Main Camera and click Delete. In the Project tab, expand the Assets > Oculus > VR > Prefab folder and drag and drop the OVRCameraRig prefab into the scene. You can also drag and drop it into the Hierarchy tab. On the Inspector tab, go to OVR Manager > Quest Features. In the General tab, there are options to enable body, face, and eye tracking support. Select Supported or Required for the type of tracking support you wish to add. Under OVRManager's \"Permission Requests On Startup\" section, enable Body, Face and Eye Tracking. Ensure that OVRManager's \"Tracking Origin Type\" is set to \"Floor Level\". In OVRManager's \"Movement Tracking\" section select \"High\" for \"Body Tracking Fidelity.\" In OVRManager's \"Movement Tracking\" section select \"Full Body\" for \"Body Tracking Joint Set.\" Layer index 10, layer index 11, and the HiddenMesh layer must be present in the project for RecalculateNormals to work correctly. Some Project Settings can be validated via Movement->Check Project Settings . For a more thorough check, please use Oculus->Tools->Project Setup Tool . Rendering Quality Navigate to your Project Settings (Edit->Project Settings...) and click on the \"Quality\" section. If your project uses URP, then some of these settings might be part the rendering pipeline asset currently in use. The pipeline picked will be shown in the Quality menu. The following settings are recommended: Four bones for Skin Weights. 2x or 4x Multi Sampling Anti Aliasing. Full resolution textures. Shadow settings: Hard and soft shadows. Very high shadow resolution. Stable fit. Shadow distance of 3 meters with cascades. This will allow viewing shadows nearby without experiencing poor quality. At least one pixel light. Player Settings Make sure that the color space is set to Linear. Build Settings In order for the SceneSelectMenu buttons to work, add the scenes located in the Samples/Scenes folder of the package. Samples The project contains several sample scenes. To test the samples, add the scenes located in the Packages/com.meta.movement/Samples/Scenes folder to the project's Assets folder. For more information about body tracking, please refer to this page . For more information about the samples, read Aura Sample , Blendshape Mapping Example Sample , Hip Pinning Sample , High Fidelity Sample , and Retargeting Sample . Documentation The documentation for this package can be found here . 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+} +.affix h5 { + font-weight: bold; + text-transform: uppercase; + padding-left: 10px; + font-size: 12px; +} +.affix > ul.level1 { + overflow: hidden; + padding-bottom: 10px; + height: calc(100% - 100px); +} +.affix ul > li > a:before { + color: #cccccc; + position: absolute; +} +.affix ul > li > a:hover { + background: none; + color: #666666; +} +.affix ul > li.active > a, +.affix ul > li.active > a:before { + color: #337ab7; +} +.affix ul > li > a { + padding: 5px 12px; + color: #666666; +} +.affix > ul > li.active:last-child { + margin-bottom: 50px; +} +.affix > ul > li > a:before { + content: "|"; + font-size: 16px; + top: 1px; + left: 0; +} +.affix > ul > li.active > a, +.affix > ul > li.active > a:before { + color: #337ab7; + font-weight: bold; +} +.affix ul ul > li > a { + padding: 2px 15px; +} +.affix ul ul > li > a:before { + content: ">"; + font-size: 14px; + top: -1px; + left: 5px; +} +.affix ul > li > a:before, +.affix ul ul { + display: none; +} +.affix ul > li.active > ul, +.affix ul > li.active > a:before, +.affix ul > li > a:hover:before { + display: block; + white-space: nowrap; +} +.codewrapper { + position: relative; +} +.trydiv { + height: 0px; +} +.tryspan { + position: absolute; + top: 0px; + right: 0px; + border-style: solid; + border-radius: 0px 4px; + box-sizing: border-box; + border-width: 1px; + border-color: #cccccc; + text-align: center; + padding: 2px 8px; + background-color: white; + font-size: 12px; + cursor: pointer; + z-index: 100; + display: none; + color: #767676; +} +.tryspan:hover { + background-color: #3b8bd0; + color: white; + border-color: #3b8bd0; +} +.codewrapper:hover .tryspan { + display: block; +} +.sample-response .response-content{ + max-height: 200px; +} +footer { + position: absolute; + left: 0; + right: 0; + bottom: 0; + z-index: 1000; +} +.footer { + border-top: 1px solid #e7e7e7; + background-color: #f8f8f8; + padding: 15px 0; +} +@media (min-width: 768px) { + #sidetoggle.collapse { + display: block; + } + .topnav .navbar-nav { + float: none; + white-space: nowrap; + } + .topnav .navbar-nav > li { + float: none; + display: inline-block; + } +} +@media only screen and (max-width: 768px) { + #mobile-indicator { + display: block; + } + /* TOC display for responsive */ + .article { + margin-top: 30px !important; + } + header { + position: static; + } + .topnav { + text-align: center; + } + .sidenav { + padding: 15px 0; + margin-left: -15px; + margin-right: -15px; + } + .sidefilter { + position: static; + width: auto; + float: none; + border: none; + } + .sidetoc { + position: static; + width: auto; + float: none; + padding-bottom: 0px; + border: none; + } + .toc .nav > li, .toc .nav > li >a { + display: inline-block; + } + .toc li:after { + margin-left: -3px; + margin-right: 5px; + content: ", "; + color: #666666; + } + .toc .level1 > li { + display: block; + } + + .toc .level1 > li:after { + display: none; + } + .article.grid-right { + margin-left: 0; + } + .grad-top, + .grad-bottom { + display: none; + } + .toc-toggle { + display: block; + } + .sidetoggle.ng-hide { + display: none !important; + } + /*.expand-all { + display: none; + }*/ + .sideaffix { + display: none; + } + .mobile-hide { + display: none; + } + .breadcrumb { + white-space: inherit; + } + + /* workaround for #hashtag url is no longer needed*/ + h1:before, + h2:before, + h3:before, + h4:before { + content: ''; + display: none; + } +} + +/* For toc iframe */ +@media (max-width: 260px) { + .toc .level2 > li { + display: block; + } + + .toc .level2 > li:after { + display: none; + } +} + +/* Code snippet */ +code { + color: #717374; + background-color: #f1f2f3; +} + +a code { + color: #337ab7; + background-color: #f1f2f3; +} + +a code:hover { + text-decoration: underline; +} + +.hljs-keyword { + color: rgb(86,156,214); +} + +.hljs-string { + color: rgb(214, 157, 133); +} + +pre { + border: 0; +} + +/* For code snippet line highlight */ +pre > code .line-highlight { + background-color: #ffffcc; +} + +/* Alerts */ +.alert h5 { + text-transform: uppercase; + font-weight: bold; + margin-top: 0; +} + +.alert h5:before { + position:relative; + top:1px; + display:inline-block; + font-family:'Glyphicons Halflings'; + line-height:1; + -webkit-font-smoothing:antialiased; + -moz-osx-font-smoothing:grayscale; + margin-right: 5px; + font-weight: normal; +} + +.alert-info h5:before { + content:"\e086" +} + +.alert-warning h5:before { + content:"\e127" +} + +.alert-danger h5:before { + content:"\e107" +} + +/* For Embedded Video */ +div.embeddedvideo { + padding-top: 56.25%; + position: relative; + width: 100%; +} + +div.embeddedvideo iframe { + position: absolute; + top: 0; + left: 0; + right: 0; + bottom: 0; + width: 100%; + height: 100%; +} + +/* For printer */ +@media print{ + .article.grid-right { + margin-top: 0px; + margin-left: 0px; + } + .sideaffix { + display: none; + } + .mobile-hide { + display: none; + } + .footer { + display: none; + } +} + +/* For tabbed content */ + +.tabGroup { + margin-top: 1rem; } + .tabGroup ul[role="tablist"] { + margin: 0; + padding: 0; + list-style: none; } + .tabGroup ul[role="tablist"] > li { + list-style: none; + display: inline-block; } + .tabGroup a[role="tab"] { + color: #6e6e6e; + box-sizing: border-box; + display: inline-block; + padding: 5px 7.5px; + text-decoration: none; + border-bottom: 2px solid #fff; } + .tabGroup a[role="tab"]:hover, .tabGroup a[role="tab"]:focus, .tabGroup a[role="tab"][aria-selected="true"] { + border-bottom: 2px solid #0050C5; } + .tabGroup a[role="tab"][aria-selected="true"] { + color: #222; } + .tabGroup a[role="tab"]:hover, .tabGroup a[role="tab"]:focus { + color: #0050C5; } + .tabGroup a[role="tab"]:focus { + outline: 1px solid #0050C5; + outline-offset: -1px; } + @media (min-width: 768px) { + .tabGroup a[role="tab"] { + padding: 5px 15px; } } + .tabGroup section[role="tabpanel"] { + border: 1px solid #e0e0e0; + padding: 15px; + margin: 0; + overflow: hidden; } + .tabGroup section[role="tabpanel"] > .codeHeader, + .tabGroup section[role="tabpanel"] > pre { + margin-left: -16px; + margin-right: -16px; } + .tabGroup section[role="tabpanel"] > :first-child { + margin-top: 0; } + .tabGroup section[role="tabpanel"] > pre:last-child { + display: block; + margin-bottom: -16px; } + +.mainContainer[dir='rtl'] main ul[role="tablist"] { + margin: 0; } + +/* Color theme */ + +/* These are not important, tune down **/ +.decalaration, .fieldValue, .parameters, .returns { + color: #a2a2a2; +} + +/* Major sections, increase visibility **/ +#fields, #properties, #methods, #events { + font-weight: bold; + margin-top: 2em; +} diff --git a/styles/docfx.js b/styles/docfx.js new file mode 100644 index 00000000..04b4baed --- /dev/null +++ b/styles/docfx.js @@ -0,0 +1,1223 @@ +// Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information. +$(function () { + var active = 'active'; + var expanded = 'in'; + var collapsed = 'collapsed'; + var filtered = 'filtered'; + var show = 'show'; + var hide = 'hide'; + var util = new utility(); + + workAroundFixedHeaderForAnchors(); + highlight(); + enableSearch(); + + renderTables(); + renderAlerts(); + renderLinks(); + renderNavbar(); + renderSidebar(); + renderAffix(); + renderFooter(); + renderLogo(); + + breakText(); + renderTabs(); + + window.refresh = function (article) { + // Update markup result + if (typeof article == 'undefined' || typeof article.content == 'undefined') + console.error("Null Argument"); + $("article.content").html(article.content); + + highlight(); + renderTables(); + renderAlerts(); + renderAffix(); + renderTabs(); + } + + // Add this event listener when needed + // window.addEventListener('content-update', contentUpdate); + + function breakText() { + $(".xref").addClass("text-break"); + var texts = $(".text-break"); + texts.each(function () { + $(this).breakWord(); + }); + } + + // Styling for tables in conceptual documents using Bootstrap. + // See http://getbootstrap.com/css/#tables + function renderTables() { + $('table').addClass('table table-bordered table-striped table-condensed').wrap('
                                                                                                                                                                                                                                                                                                                                                                                                                        '); + } + + // Styling for alerts. + function renderAlerts() { + $('.NOTE, .TIP').addClass('alert alert-info'); + $('.WARNING').addClass('alert alert-warning'); + $('.IMPORTANT, .CAUTION').addClass('alert alert-danger'); + } + + // Enable anchors for headings. + (function () { + anchors.options = { + placement: 'left', + visible: 'hover' + }; + anchors.add('article h2:not(.no-anchor), article h3:not(.no-anchor), article h4:not(.no-anchor)'); + })(); + + // Open links to different host in a new window. + function renderLinks() { + if ($("meta[property='docfx:newtab']").attr("content") === "true") { + $(document.links).filter(function () { + return this.hostname !== window.location.hostname; + }).attr('target', '_blank'); + } + } + + // Enable highlight.js + function highlight() { + $('pre code').each(function (i, block) { + hljs.highlightBlock(block); + }); + $('pre code[highlight-lines]').each(function (i, block) { + if (block.innerHTML === "") return; + var lines = block.innerHTML.split('\n'); + + queryString = block.getAttribute('highlight-lines'); + if (!queryString) return; + + var ranges = queryString.split(','); + for (var j = 0, range; range = ranges[j++];) { + var found = range.match(/^(\d+)\-(\d+)?$/); + if (found) { + // consider region as `{startlinenumber}-{endlinenumber}`, in which {endlinenumber} is optional + var start = +found[1]; + var end = +found[2]; + if (isNaN(end) || end > lines.length) { + end = lines.length; + } + } else { + // consider region as a sigine line number + if (isNaN(range)) continue; + var start = +range; + var end = start; + } + if (start <= 0 || end <= 0 || start > end || start > lines.length) { + // skip current region if invalid + continue; + } + lines[start - 1] = '' + lines[start - 1]; + lines[end - 1] = lines[end - 1] + ''; + } + + block.innerHTML = lines.join('\n'); + }); + } + + // Support full-text-search + function enableSearch() { + var query; + var relHref = $("meta[property='docfx\\:rel']").attr("content"); + if (typeof relHref === 'undefined') { + return; + } + try { + var worker = new Worker(relHref + 'styles/search-worker.js'); + if (!worker && !window.worker) { + localSearch(); + } else { + webWorkerSearch(); + } + + renderSearchBox(); + highlightKeywords(); + addSearchEvent(); + } catch (e) { + console.error(e); + } + + //Adjust the position of search box in navbar + function renderSearchBox() { + autoCollapse(); + $(window).on('resize', autoCollapse); + $(document).on('click', '.navbar-collapse.in', function (e) { + if ($(e.target).is('a')) { + $(this).collapse('hide'); + } + }); + + function autoCollapse() { + var navbar = $('#autocollapse'); + if (navbar.height() === null) { + setTimeout(autoCollapse, 300); + } + navbar.removeClass(collapsed); + if (navbar.height() > 60) { + navbar.addClass(collapsed); + } + } + } + + // Search factory + function localSearch() { + console.log("using local search"); + var lunrIndex = lunr(function () { + this.ref('href'); + this.field('title', { boost: 50 }); + this.field('keywords', { boost: 20 }); + }); + lunr.tokenizer.seperator = /[\s\-\.]+/; + var searchData = {}; + var searchDataRequest = new XMLHttpRequest(); + + var indexPath = relHref + "index.json"; + if (indexPath) { + searchDataRequest.open('GET', indexPath); + searchDataRequest.onload = function () { + if (this.status != 200) { + return; + } + searchData = JSON.parse(this.responseText); + for (var prop in searchData) { + if (searchData.hasOwnProperty(prop)) { + lunrIndex.add(searchData[prop]); + } + } + } + searchDataRequest.send(); + } + + $("body").bind("queryReady", function () { + var hits = lunrIndex.search(query); + var results = []; + hits.forEach(function (hit) { + var item = searchData[hit.ref]; + results.push({ 'href': item.href, 'title': item.title, 'keywords': item.keywords }); + }); + handleSearchResults(results); + }); + } + + function webWorkerSearch() { + console.log("using Web Worker"); + var indexReady = $.Deferred(); + + worker.onmessage = function (oEvent) { + switch (oEvent.data.e) { + case 'index-ready': + indexReady.resolve(); + break; + case 'query-ready': + var hits = oEvent.data.d; + handleSearchResults(hits); + break; + } + } + + indexReady.promise().done(function () { + $("body").bind("queryReady", function () { + worker.postMessage({ q: query }); + }); + if (query && (query.length >= 3)) { + worker.postMessage({ q: query }); + } + }); + } + + // Highlight the searching keywords + function highlightKeywords() { + var q = url('?q'); + if (q) { + var keywords = q.split("%20"); + keywords.forEach(function (keyword) { + if (keyword !== "") { + $('.data-searchable *').mark(keyword); + $('article *').mark(keyword); + } + }); + } + } + + function addSearchEvent() { + $('body').bind("searchEvent", function () { + $('#search-query').keypress(function (e) { + return e.which !== 13; + }); + + $('#search-query').keyup(function () { + query = $(this).val(); + if (query.length < 3) { + flipContents("show"); + } else { + flipContents("hide"); + $("body").trigger("queryReady"); + $('#search-results>.search-list>span').text('"' + query + '"'); + } + }).off("keydown"); + }); + } + + function flipContents(action) { + if (action === "show") { + $('.hide-when-search').show(); + $('#search-results').hide(); + } else { + $('.hide-when-search').hide(); + $('#search-results').show(); + } + } + + function relativeUrlToAbsoluteUrl(currentUrl, relativeUrl) { + var currentItems = currentUrl.split(/\/+/); + var relativeItems = relativeUrl.split(/\/+/); + var depth = currentItems.length - 1; + var items = []; + for (var i = 0; i < relativeItems.length; i++) { + if (relativeItems[i] === '..') { + depth--; + } else if (relativeItems[i] !== '.') { + items.push(relativeItems[i]); + } + } + return currentItems.slice(0, depth).concat(items).join('/'); + } + + function extractContentBrief(content) { + var briefOffset = 512; + var words = query.split(/\s+/g); + var queryIndex = content.indexOf(words[0]); + var briefContent; + if (queryIndex > briefOffset) { + return "..." + content.slice(queryIndex - briefOffset, queryIndex + briefOffset) + "..."; + } else if (queryIndex <= briefOffset) { + return content.slice(0, queryIndex + briefOffset) + "..."; + } + } + + function handleSearchResults(hits) { + var numPerPage = 10; + var pagination = $('#pagination'); + pagination.empty(); + pagination.removeData("twbs-pagination"); + if (hits.length === 0) { + $('#search-results>.sr-items').html('

                                                                                                                                                                                                                                                                                                                                                                                                                        No results found

                                                                                                                                                                                                                                                                                                                                                                                                                        '); + } else { + pagination.twbsPagination({ + first: pagination.data('first'), + prev: pagination.data('prev'), + next: pagination.data('next'), + last: pagination.data('last'), + totalPages: Math.ceil(hits.length / numPerPage), + visiblePages: 5, + onPageClick: function (event, page) { + var start = (page - 1) * numPerPage; + var curHits = hits.slice(start, start + numPerPage); + $('#search-results>.sr-items').empty().append( + curHits.map(function (hit) { + var currentUrl = window.location.href; + var itemRawHref = relativeUrlToAbsoluteUrl(currentUrl, relHref + hit.href); + var itemHref = relHref + hit.href + "?q=" + query; + var itemTitle = hit.title; + var itemBrief = extractContentBrief(hit.keywords); + + var itemNode = $('
                                                                                                                                                                                                                                                                                                                                                                                                                        ').attr('class', 'sr-item'); + var itemTitleNode = $('
                                                                                                                                                                                                                                                                                                                                                                                                                        ').attr('class', 'item-title').append($('').attr('href', itemHref).attr("target", "_blank").attr("rel", "noopener noreferrer").text(itemTitle)); + var itemHrefNode = $('
                                                                                                                                                                                                                                                                                                                                                                                                                        ').attr('class', 'item-href').text(itemRawHref); + var itemBriefNode = $('
                                                                                                                                                                                                                                                                                                                                                                                                                        ').attr('class', 'item-brief').text(itemBrief); + itemNode.append(itemTitleNode).append(itemHrefNode).append(itemBriefNode); + return itemNode; + }) + ); + query.split(/\s+/).forEach(function (word) { + if (word !== '') { + $('#search-results>.sr-items *').mark(word); + } + }); + } + }); + } + } + }; + + // Update href in navbar + function renderNavbar() { + var navbar = $('#navbar ul')[0]; + if (typeof (navbar) === 'undefined') { + loadNavbar(); + } else { + $('#navbar ul a.active').parents('li').addClass(active); + renderBreadcrumb(); + showSearch(); + } + + function showSearch() { + if ($('#search-results').length !== 0) { + $('#search').show(); + $('body').trigger("searchEvent"); + } + } + + function loadNavbar() { + var navbarPath = $("meta[property='docfx\\:navrel']").attr("content"); + if (!navbarPath) { + return; + } + navbarPath = navbarPath.replace(/\\/g, '/'); + var tocPath = $("meta[property='docfx\\:tocrel']").attr("content") || ''; + if (tocPath) tocPath = tocPath.replace(/\\/g, '/'); + $.get(navbarPath, function (data) { + $(data).find("#toc>ul").appendTo("#navbar"); + showSearch(); + var index = navbarPath.lastIndexOf('/'); + var navrel = ''; + if (index > -1) { + navrel = navbarPath.substr(0, index + 1); + } + $('#navbar>ul').addClass('navbar-nav'); + var currentAbsPath = util.getCurrentWindowAbsolutePath(); + // set active item + $('#navbar').find('a[href]').each(function (i, e) { + var href = $(e).attr("href"); + if (util.isRelativePath(href)) { + href = navrel + href; + $(e).attr("href", href); + + var isActive = false; + var originalHref = e.name; + if (originalHref) { + originalHref = navrel + originalHref; + if (util.getDirectory(util.getAbsolutePath(originalHref)) === util.getDirectory(util.getAbsolutePath(tocPath))) { + isActive = true; + } + } else { + if (util.getAbsolutePath(href) === currentAbsPath) { + var dropdown = $(e).attr('data-toggle') == "dropdown" + if (!dropdown) { + isActive = true; + } + } + } + if (isActive) { + $(e).addClass(active); + } + } + }); + renderNavbar(); + }); + } + } + + function renderSidebar() { + var sidetoc = $('#sidetoggle .sidetoc')[0]; + if (typeof (sidetoc) === 'undefined') { + loadToc(); + } else { + registerTocEvents(); + if ($('footer').is(':visible')) { + $('.sidetoc').addClass('shiftup'); + } + + // Scroll to active item + var top = 0; + $('#toc a.active').parents('li').each(function (i, e) { + $(e).addClass(active).addClass(expanded); + $(e).children('a').addClass(active); + }) + $('#toc a.active').parents('li').each(function (i, e) { + top += $(e).position().top; + }) + $('.sidetoc').scrollTop(top - 50); + + if ($('footer').is(':visible')) { + $('.sidetoc').addClass('shiftup'); + } + + renderBreadcrumb(); + } + + function registerTocEvents() { + var tocFilterInput = $('#toc_filter_input'); + var tocFilterClearButton = $('#toc_filter_clear'); + + $('.toc .nav > li > .expand-stub').click(function (e) { + $(e.target).parent().toggleClass(expanded); + }); + $('.toc .nav > li > .expand-stub + a:not([href])').click(function (e) { + $(e.target).parent().toggleClass(expanded); + }); + tocFilterInput.on('input', function (e) { + var val = this.value; + //Save filter string to local session storage + if (typeof(Storage) !== "undefined") { + try { + sessionStorage.filterString = val; + } + catch(e) + {} + } + if (val === '') { + // Clear 'filtered' class + $('#toc li').removeClass(filtered).removeClass(hide); + tocFilterClearButton.fadeOut(); + return; + } + tocFilterClearButton.fadeIn(); + + // set all parent nodes status + $('#toc li>a').filter(function (i, e) { + return $(e).siblings().length > 0 + }).each(function (i, anchor) { + var parent = $(anchor).parent(); + parent.addClass(hide); + parent.removeClass(show); + parent.removeClass(filtered); + }) + + // Get leaf nodes + $('#toc li>a').filter(function (i, e) { + return $(e).siblings().length === 0 + }).each(function (i, anchor) { + var text = $(anchor).attr('title'); + var parent = $(anchor).parent(); + var parentNodes = parent.parents('ul>li'); + for (var i = 0; i < parentNodes.length; i++) { + var parentText = $(parentNodes[i]).children('a').attr('title'); + if (parentText) text = parentText + '.' + text; + }; + if (filterNavItem(text, val)) { + parent.addClass(show); + parent.removeClass(hide); + } else { + parent.addClass(hide); + parent.removeClass(show); + } + }); + $('#toc li>a').filter(function (i, e) { + return $(e).siblings().length > 0 + }).each(function (i, anchor) { + var parent = $(anchor).parent(); + if (parent.find('li.show').length > 0) { + parent.addClass(show); + parent.addClass(filtered); + parent.removeClass(hide); + } else { + parent.addClass(hide); + parent.removeClass(show); + parent.removeClass(filtered); + } + }) + + function filterNavItem(name, text) { + if (!text) return true; + if (name && name.toLowerCase().indexOf(text.toLowerCase()) > -1) return true; + return false; + } + }); + + // toc filter clear button + tocFilterClearButton.hide(); + tocFilterClearButton.on("click", function(e){ + tocFilterInput.val(""); + tocFilterInput.trigger('input'); + if (typeof(Storage) !== "undefined") { + try { + sessionStorage.filterString = ""; + } + catch(e) + {} + } + }); + + //Set toc filter from local session storage on page load + if (typeof(Storage) !== "undefined") { + try { + tocFilterInput.val(sessionStorage.filterString); + tocFilterInput.trigger('input'); + } + catch(e) + {} + } + } + + function loadToc() { + var tocPath = $("meta[property='docfx\\:tocrel']").attr("content"); + if (!tocPath) { + return; + } + tocPath = tocPath.replace(/\\/g, '/'); + $('#sidetoc').load(tocPath + " #sidetoggle > div", function () { + var index = tocPath.lastIndexOf('/'); + var tocrel = ''; + if (index > -1) { + tocrel = tocPath.substr(0, index + 1); + } + var currentHref = util.getCurrentWindowAbsolutePath(); + if(!currentHref.endsWith('.html')) { + currentHref += '.html'; + } + $('#sidetoc').find('a[href]').each(function (i, e) { + var href = $(e).attr("href"); + if (util.isRelativePath(href)) { + href = tocrel + href; + $(e).attr("href", href); + } + + if (util.getAbsolutePath(e.href) === currentHref) { + $(e).addClass(active); + } + + $(e).breakWord(); + }); + + renderSidebar(); + }); + } + } + + function renderBreadcrumb() { + var breadcrumb = []; + $('#navbar a.active').each(function (i, e) { + breadcrumb.push({ + href: e.href, + name: e.innerHTML + }); + }) + $('#toc a.active').each(function (i, e) { + breadcrumb.push({ + href: e.href, + name: e.innerHTML + }); + }) + + var html = util.formList(breadcrumb, 'breadcrumb'); + $('#breadcrumb').html(html); + } + + //Setup Affix + function renderAffix() { + var hierarchy = getHierarchy(); + if (!hierarchy || hierarchy.length <= 0) { + $("#affix").hide(); + } + else { + var html = util.formList(hierarchy, ['nav', 'bs-docs-sidenav']); + $("#affix>div").empty().append(html); + if ($('footer').is(':visible')) { + $(".sideaffix").css("bottom", "70px"); + } + $('#affix a').click(function(e) { + var scrollspy = $('[data-spy="scroll"]').data()['bs.scrollspy']; + var target = e.target.hash; + if (scrollspy && target) { + scrollspy.activate(target); + } + }); + } + + function getHierarchy() { + // supported headers are h1, h2, h3, and h4 + var $headers = $($.map(['h1', 'h2', 'h3', 'h4'], function (h) { return ".article article " + h; }).join(", ")); + + // a stack of hierarchy items that are currently being built + var stack = []; + $headers.each(function (i, e) { + if (!e.id) { + return; + } + + var item = { + name: htmlEncode($(e).text()), + href: "#" + e.id, + items: [] + }; + + if (!stack.length) { + stack.push({ type: e.tagName, siblings: [item] }); + return; + } + + var frame = stack[stack.length - 1]; + if (e.tagName === frame.type) { + frame.siblings.push(item); + } else if (e.tagName[1] > frame.type[1]) { + // we are looking at a child of the last element of frame.siblings. + // push a frame onto the stack. After we've finished building this item's children, + // we'll attach it as a child of the last element + stack.push({ type: e.tagName, siblings: [item] }); + } else { // e.tagName[1] < frame.type[1] + // we are looking at a sibling of an ancestor of the current item. + // pop frames from the stack, building items as we go, until we reach the correct level at which to attach this item. + while (e.tagName[1] < stack[stack.length - 1].type[1]) { + buildParent(); + } + if (e.tagName === stack[stack.length - 1].type) { + stack[stack.length - 1].siblings.push(item); + } else { + stack.push({ type: e.tagName, siblings: [item] }); + } + } + }); + while (stack.length > 1) { + buildParent(); + } + + function buildParent() { + var childrenToAttach = stack.pop(); + var parentFrame = stack[stack.length - 1]; + var parent = parentFrame.siblings[parentFrame.siblings.length - 1]; + $.each(childrenToAttach.siblings, function (i, child) { + parent.items.push(child); + }); + } + if (stack.length > 0) { + + var topLevel = stack.pop().siblings; + if (topLevel.length === 1) { // if there's only one topmost header, dump it + return topLevel[0].items; + } + return topLevel; + } + return undefined; + } + + function htmlEncode(str) { + if (!str) return str; + return str + .replace(/&/g, '&') + .replace(/"/g, '"') + .replace(/'/g, ''') + .replace(//g, '>'); + } + + function htmlDecode(value) { + if (!str) return str; + return value + .replace(/"/g, '"') + .replace(/'/g, "'") + .replace(/</g, '<') + .replace(/>/g, '>') + .replace(/&/g, '&'); + } + + function cssEscape(str) { + // see: http://stackoverflow.com/questions/2786538/need-to-escape-a-special-character-in-a-jquery-selector-string#answer-2837646 + if (!str) return str; + return str + .replace(/[!"#$%&'()*+,.\/:;<=>?@[\\\]^`{|}~]/g, "\\$&"); + } + } + + // Show footer + function renderFooter() { + initFooter(); + $(window).on("scroll", showFooterCore); + + function initFooter() { + if (needFooter()) { + shiftUpBottomCss(); + $("footer").show(); + } else { + resetBottomCss(); + $("footer").hide(); + } + } + + function showFooterCore() { + if (needFooter()) { + shiftUpBottomCss(); + $("footer").fadeIn(); + } else { + resetBottomCss(); + $("footer").fadeOut(); + } + } + + function needFooter() { + var scrollHeight = $(document).height(); + var scrollPosition = $(window).height() + $(window).scrollTop(); + return (scrollHeight - scrollPosition) < 1; + } + + function resetBottomCss() { + $(".sidetoc").removeClass("shiftup"); + $(".sideaffix").removeClass("shiftup"); + } + + function shiftUpBottomCss() { + $(".sidetoc").addClass("shiftup"); + $(".sideaffix").addClass("shiftup"); + } + } + + function renderLogo() { + // For LOGO SVG + // Replace SVG with inline SVG + // http://stackoverflow.com/questions/11978995/how-to-change-color-of-svg-image-using-css-jquery-svg-image-replacement + jQuery('img.svg').each(function () { + var $img = jQuery(this); + var imgID = $img.attr('id'); + var imgClass = $img.attr('class'); + var imgURL = $img.attr('src'); + + jQuery.get(imgURL, function (data) { + // Get the SVG tag, ignore the rest + var $svg = jQuery(data).find('svg'); + + // Add replaced image's ID to the new SVG + if (typeof imgID !== 'undefined') { + $svg = $svg.attr('id', imgID); + } + // Add replaced image's classes to the new SVG + if (typeof imgClass !== 'undefined') { + $svg = $svg.attr('class', imgClass + ' replaced-svg'); + } + + // Remove any invalid XML tags as per http://validator.w3.org + $svg = $svg.removeAttr('xmlns:a'); + + // Replace image with new SVG + $img.replaceWith($svg); + + }, 'xml'); + }); + } + + function renderTabs() { + var contentAttrs = { + id: 'data-bi-id', + name: 'data-bi-name', + type: 'data-bi-type' + }; + + var Tab = (function () { + function Tab(li, a, section) { + this.li = li; + this.a = a; + this.section = section; + } + Object.defineProperty(Tab.prototype, "tabIds", { + get: function () { return this.a.getAttribute('data-tab').split(' '); }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tab.prototype, "condition", { + get: function () { return this.a.getAttribute('data-condition'); }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tab.prototype, "visible", { + get: function () { return !this.li.hasAttribute('hidden'); }, + set: function (value) { + if (value) { + this.li.removeAttribute('hidden'); + this.li.removeAttribute('aria-hidden'); + } + else { + this.li.setAttribute('hidden', 'hidden'); + this.li.setAttribute('aria-hidden', 'true'); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tab.prototype, "selected", { + get: function () { return !this.section.hasAttribute('hidden'); }, + set: function (value) { + if (value) { + this.a.setAttribute('aria-selected', 'true'); + this.a.tabIndex = 0; + this.section.removeAttribute('hidden'); + this.section.removeAttribute('aria-hidden'); + } + else { + this.a.setAttribute('aria-selected', 'false'); + this.a.tabIndex = -1; + this.section.setAttribute('hidden', 'hidden'); + this.section.setAttribute('aria-hidden', 'true'); + } + }, + enumerable: true, + configurable: true + }); + Tab.prototype.focus = function () { + this.a.focus(); + }; + return Tab; + }()); + + initTabs(document.body); + + function initTabs(container) { + var queryStringTabs = readTabsQueryStringParam(); + var elements = container.querySelectorAll('.tabGroup'); + var state = { groups: [], selectedTabs: [] }; + for (var i = 0; i < elements.length; i++) { + var group = initTabGroup(elements.item(i)); + if (!group.independent) { + updateVisibilityAndSelection(group, state); + state.groups.push(group); + } + } + container.addEventListener('click', function (event) { return handleClick(event, state); }); + if (state.groups.length === 0) { + return state; + } + selectTabs(queryStringTabs, container); + updateTabsQueryStringParam(state); + notifyContentUpdated(); + return state; + } + + function initTabGroup(element) { + var group = { + independent: element.hasAttribute('data-tab-group-independent'), + tabs: [] + }; + var li = element.firstElementChild.firstElementChild; + while (li) { + var a = li.firstElementChild; + a.setAttribute(contentAttrs.name, 'tab'); + var dataTab = a.getAttribute('data-tab').replace(/\+/g, ' '); + a.setAttribute('data-tab', dataTab); + var section = element.querySelector("[id=\"" + a.getAttribute('aria-controls') + "\"]"); + var tab = new Tab(li, a, section); + group.tabs.push(tab); + li = li.nextElementSibling; + } + element.setAttribute(contentAttrs.name, 'tab-group'); + element.tabGroup = group; + return group; + } + + function updateVisibilityAndSelection(group, state) { + var anySelected = false; + var firstVisibleTab; + for (var _i = 0, _a = group.tabs; _i < _a.length; _i++) { + var tab = _a[_i]; + tab.visible = tab.condition === null || state.selectedTabs.indexOf(tab.condition) !== -1; + if (tab.visible) { + if (!firstVisibleTab) { + firstVisibleTab = tab; + } + } + tab.selected = tab.visible && arraysIntersect(state.selectedTabs, tab.tabIds); + anySelected = anySelected || tab.selected; + } + if (!anySelected) { + for (var _b = 0, _c = group.tabs; _b < _c.length; _b++) { + var tabIds = _c[_b].tabIds; + for (var _d = 0, tabIds_1 = tabIds; _d < tabIds_1.length; _d++) { + var tabId = tabIds_1[_d]; + var index = state.selectedTabs.indexOf(tabId); + if (index === -1) { + continue; + } + state.selectedTabs.splice(index, 1); + } + } + var tab = firstVisibleTab; + tab.selected = true; + state.selectedTabs.push(tab.tabIds[0]); + } + } + + function getTabInfoFromEvent(event) { + if (!(event.target instanceof HTMLElement)) { + return null; + } + var anchor = event.target.closest('a[data-tab]'); + if (anchor === null) { + return null; + } + var tabIds = anchor.getAttribute('data-tab').split(' '); + var group = anchor.parentElement.parentElement.parentElement.tabGroup; + if (group === undefined) { + return null; + } + return { tabIds: tabIds, group: group, anchor: anchor }; + } + + function handleClick(event, state) { + var info = getTabInfoFromEvent(event); + if (info === null) { + return; + } + event.preventDefault(); + info.anchor.href = 'javascript:'; + setTimeout(function () { return info.anchor.href = '#' + info.anchor.getAttribute('aria-controls'); }); + var tabIds = info.tabIds, group = info.group; + var originalTop = info.anchor.getBoundingClientRect().top; + if (group.independent) { + for (var _i = 0, _a = group.tabs; _i < _a.length; _i++) { + var tab = _a[_i]; + tab.selected = arraysIntersect(tab.tabIds, tabIds); + } + } + else { + if (arraysIntersect(state.selectedTabs, tabIds)) { + return; + } + var previousTabId = group.tabs.filter(function (t) { return t.selected; })[0].tabIds[0]; + state.selectedTabs.splice(state.selectedTabs.indexOf(previousTabId), 1, tabIds[0]); + for (var _b = 0, _c = state.groups; _b < _c.length; _b++) { + var group_1 = _c[_b]; + updateVisibilityAndSelection(group_1, state); + } + updateTabsQueryStringParam(state); + } + notifyContentUpdated(); + var top = info.anchor.getBoundingClientRect().top; + if (top !== originalTop && event instanceof MouseEvent) { + window.scrollTo(0, window.pageYOffset + top - originalTop); + } + } + + function selectTabs(tabIds) { + for (var _i = 0, tabIds_1 = tabIds; _i < tabIds_1.length; _i++) { + var tabId = tabIds_1[_i]; + var a = document.querySelector(".tabGroup > ul > li > a[data-tab=\"" + tabId + "\"]:not([hidden])"); + if (a === null) { + return; + } + a.dispatchEvent(new CustomEvent('click', { bubbles: true })); + } + } + + function readTabsQueryStringParam() { + var qs = parseQueryString(window.location.search); + var t = qs.tabs; + if (t === undefined || t === '') { + return []; + } + return t.split(','); + } + + function updateTabsQueryStringParam(state) { + var qs = parseQueryString(window.location.search); + qs.tabs = state.selectedTabs.join(); + var url = location.protocol + "//" + location.host + location.pathname + "?" + toQueryString(qs) + location.hash; + if (location.href === url) { + return; + } + history.replaceState({}, document.title, url); + } + + function toQueryString(args) { + var parts = []; + for (var name_1 in args) { + if (args.hasOwnProperty(name_1) && args[name_1] !== '' && args[name_1] !== null && args[name_1] !== undefined) { + parts.push(encodeURIComponent(name_1) + '=' + encodeURIComponent(args[name_1])); + } + } + return parts.join('&'); + } + + function parseQueryString(queryString) { + var match; + var pl = /\+/g; + var search = /([^&=]+)=?([^&]*)/g; + var decode = function (s) { return decodeURIComponent(s.replace(pl, ' ')); }; + if (queryString === undefined) { + queryString = ''; + } + queryString = queryString.substring(1); + var urlParams = {}; + while (match = search.exec(queryString)) { + urlParams[decode(match[1])] = decode(match[2]); + } + return urlParams; + } + + function arraysIntersect(a, b) { + for (var _i = 0, a_1 = a; _i < a_1.length; _i++) { + var itemA = a_1[_i]; + for (var _a = 0, b_1 = b; _a < b_1.length; _a++) { + var itemB = b_1[_a]; + if (itemA === itemB) { + return true; + } + } + } + return false; + } + + function notifyContentUpdated() { + // Dispatch this event when needed + // window.dispatchEvent(new CustomEvent('content-update')); + } + } + + function utility() { + this.getAbsolutePath = getAbsolutePath; + this.isRelativePath = isRelativePath; + this.isAbsolutePath = isAbsolutePath; + this.getCurrentWindowAbsolutePath = getCurrentWindowAbsolutePath; + this.getDirectory = getDirectory; + this.formList = formList; + + function getAbsolutePath(href) { + if (isAbsolutePath(href)) return href; + var currentAbsPath = getCurrentWindowAbsolutePath(); + var stack = currentAbsPath.split("/"); + stack.pop(); + var parts = href.split("/"); + for (var i=0; i< parts.length; i++) { + if (parts[i] == ".") continue; + if (parts[i] == ".." && stack.length > 0) + stack.pop(); + else + stack.push(parts[i]); + } + var p = stack.join("/"); + return p; + } + + function isRelativePath(href) { + if (href === undefined || href === '' || href[0] === '/') { + return false; + } + return !isAbsolutePath(href); + } + + function isAbsolutePath(href) { + return (/^(?:[a-z]+:)?\/\//i).test(href); + } + + function getCurrentWindowAbsolutePath() { + return window.location.origin + window.location.pathname; + } + function getDirectory(href) { + if (!href) return ''; + var index = href.lastIndexOf('/'); + if (index == -1) return ''; + if (index > -1) { + return href.substr(0, index); + } + } + + function formList(item, classes) { + var level = 1; + var model = { + items: item + }; + var cls = [].concat(classes).join(" "); + return getList(model, cls); + + function getList(model, cls) { + if (!model || !model.items) return null; + var l = model.items.length; + if (l === 0) return null; + var html = ''; + return html; + } + } + + /** + * Add into long word. + * @param {String} text - The word to break. It should be in plain text without HTML tags. + */ + function breakPlainText(text) { + if (!text) return text; + return text.replace(/([a-z])([A-Z])|(\.)(\w)/g, '$1$3$2$4') + } + + /** + * Add into long word. The jQuery element should contain no html tags. + * If the jQuery element contains tags, this function will not change the element. + */ + $.fn.breakWord = function () { + if (this.html() == this.text()) { + this.html(function (index, text) { + return breakPlainText(text); + }) + } + return this; + } + } + + // adjusted from https://stackoverflow.com/a/13067009/1523776 + function workAroundFixedHeaderForAnchors() { + var HISTORY_SUPPORT = !!(history && history.pushState); + var ANCHOR_REGEX = /^#[^ ]+$/; + + function getFixedOffset() { + return $('header').first().height(); + } + + /** + * If the provided href is an anchor which resolves to an element on the + * page, scroll to it. + * @param {String} href + * @return {Boolean} - Was the href an anchor. + */ + function scrollIfAnchor(href, pushToHistory) { + var match, rect, anchorOffset; + + if (!ANCHOR_REGEX.test(href)) { + return false; + } + + match = document.getElementById(href.slice(1)); + + if (match) { + rect = match.getBoundingClientRect(); + anchorOffset = window.pageYOffset + rect.top - getFixedOffset(); + window.scrollTo(window.pageXOffset, anchorOffset); + + // Add the state to history as-per normal anchor links + if (HISTORY_SUPPORT && pushToHistory) { + history.pushState({}, document.title, location.pathname + href); + } + } + + return !!match; + } + + /** + * Attempt to scroll to the current location's hash. + */ + function scrollToCurrent() { + scrollIfAnchor(window.location.hash); + } + + /** + * If the click event's target was an anchor, fix the scroll position. + */ + function delegateAnchors(e) { + var elem = e.target; + + if (scrollIfAnchor(elem.getAttribute('href'), true)) { + e.preventDefault(); + } + } + + $(window).on('hashchange', scrollToCurrent); + + $(window).on('load', function () { + // scroll to the anchor if present, offset by the header + scrollToCurrent(); + }); + + $(document).ready(function () { + // Exclude tabbed content case + $('a:not([data-tab])').click(function (e) { delegateAnchors(e); }); + }); + } +}); diff --git a/styles/docfx.vendor.css b/styles/docfx.vendor.css new file mode 100644 index 00000000..609602eb --- /dev/null +++ b/styles/docfx.vendor.css @@ -0,0 +1,1513 @@ +/*! + * Bootstrap v3.4.1 (https://getbootstrap.com/) + * Copyright 2011-2019 Twitter, Inc. + * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE) + */ +/*! normalize.css v3.0.3 | MIT License | github.com/necolas/normalize.css */ +html{font-family:sans-serif;-ms-text-size-adjust:100%;-webkit-text-size-adjust:100%} +article,aside,details,figcaption,figure,footer,header,hgroup,main,menu,nav,section,summary{display:block} +audio,canvas,progress,video{display:inline-block;vertical-align:baseline} +audio:not([controls]){display:none;height:0} +[hidden],template{display:none} +a:active,a:hover{outline:0} +abbr[title]{border-bottom:none;text-decoration:underline;-webkit-text-decoration:underline dotted;-moz-text-decoration:underline dotted;text-decoration:underline dotted} +b,optgroup,strong{font-weight:700} +dfn{font-style:italic} +h1{margin:.67em 0} +mark{background:#ff0;color:#000} +sub,sup{font-size:75%;line-height:0;position:relative;vertical-align:baseline} +sup{top:-.5em} +sub{bottom:-.25em} +img{border:0;vertical-align:middle} +svg:not(:root){overflow:hidden} +hr{-webkit-box-sizing:content-box;-moz-box-sizing:content-box;box-sizing:content-box;height:0} +code,kbd,pre,samp{font-size:1em} +button,input,optgroup,select,textarea{color:inherit;font:inherit;margin:0} +button{overflow:visible} +button,select{text-transform:none} +button,html input[type=button],input[type=reset],input[type=submit]{-webkit-appearance:button;cursor:pointer} +button[disabled],html input[disabled]{cursor:default} +button::-moz-focus-inner,input::-moz-focus-inner{border:0;padding:0} +input{line-height:normal} +input[type=checkbox],input[type=radio]{-webkit-box-sizing:border-box;-moz-box-sizing:border-box;box-sizing:border-box;padding:0} +input[type=number]::-webkit-inner-spin-button,input[type=number]::-webkit-outer-spin-button{height:auto} +input[type=search]{-webkit-appearance:textfield;-webkit-box-sizing:content-box;-moz-box-sizing:content-box;box-sizing:content-box} +input[type=search]::-webkit-search-cancel-button,input[type=search]::-webkit-search-decoration{-webkit-appearance:none} +textarea{overflow:auto} +td,th{padding:0} +/*! Source: https://github.com/h5bp/html5-boilerplate/blob/master/src/css/main.css */ +@media print{ +*,:after,:before{color:#000!important;text-shadow:none!important;background:0 0!important;-webkit-box-shadow:none!important;box-shadow:none!important} +a,a:visited{text-decoration:underline} +a[href]:after{content:" (" attr(href) ")"} +abbr[title]:after{content:" (" attr(title) ")"} +a[href^="#"]:after,a[href^="javascript:"]:after{content:""} +blockquote,pre{border:1px solid #999;page-break-inside:avoid} +thead{display:table-header-group} +img,tr{page-break-inside:avoid} +img{max-width:100%!important} +h2,h3,p{orphans:3;widows:3} +h2,h3{page-break-after:avoid} +.navbar{display:none} +.btn>.caret,.dropup>.btn>.caret{border-top-color:#000!important} +.label{border:1px solid #000} +.table{border-collapse:collapse!important} +.table td,.table th{background-color:#fff!important} +.table-bordered td,.table-bordered th{border:1px solid #ddd!important} +} +@font-face{font-family:"Glyphicons Halflings";src:url("../fonts/glyphicons-halflings-regular.eot");src:url("../fonts/glyphicons-halflings-regular.eot?#iefix") format("embedded-opentype"),url("../fonts/glyphicons-halflings-regular.woff2") format("woff2"),url("../fonts/glyphicons-halflings-regular.woff") format("woff"),url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"),url("../fonts/glyphicons-halflings-regular.svg#glyphicons_halflingsregular") format("svg")} +.glyphicon{position:relative;top:1px;display:inline-block;font-family:"Glyphicons Halflings";font-style:normal;font-weight:400;line-height:1;-webkit-font-smoothing:antialiased;-moz-osx-font-smoothing:grayscale} +.glyphicon-asterisk:before{content:"\002a"} +.glyphicon-plus:before{content:"\002b"} +.glyphicon-eur:before,.glyphicon-euro:before{content:"\20ac"} +.glyphicon-minus:before{content:"\2212"} +.glyphicon-cloud:before{content:"\2601"} +.glyphicon-envelope:before{content:"\2709"} +.glyphicon-pencil:before{content:"\270f"} +.glyphicon-glass:before{content:"\e001"} +.glyphicon-music:before{content:"\e002"} +.glyphicon-search:before{content:"\e003"} +.glyphicon-heart:before{content:"\e005"} +.glyphicon-star:before{content:"\e006"} +.glyphicon-star-empty:before{content:"\e007"} +.glyphicon-user:before{content:"\e008"} +.glyphicon-film:before{content:"\e009"} +.glyphicon-th-large:before{content:"\e010"} +.glyphicon-th:before{content:"\e011"} +.glyphicon-th-list:before{content:"\e012"} +.glyphicon-ok:before{content:"\e013"} +.glyphicon-remove:before{content:"\e014"} +.glyphicon-zoom-in:before{content:"\e015"} +.glyphicon-zoom-out:before{content:"\e016"} +.glyphicon-off:before{content:"\e017"} +.glyphicon-signal:before{content:"\e018"} +.glyphicon-cog:before{content:"\e019"} +.glyphicon-trash:before{content:"\e020"} +.glyphicon-home:before{content:"\e021"} +.glyphicon-file:before{content:"\e022"} +.glyphicon-time:before{content:"\e023"} +.glyphicon-road:before{content:"\e024"} 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ctrlMapAnimCommit ctrlMapAnimDone ctrlMapCursor ctrlMapMouseOver ctrlMapScale ctrlMapScreenToWorld ctrlMapWorldToScreen ctrlModel ctrlModelDirAndUp ctrlModelScale ctrlParent ctrlParentControlsGroup ctrlPosition ctrlRemoveAllEventHandlers ctrlRemoveEventHandler ctrlScale ctrlSetActiveColor ctrlSetAngle ctrlSetAutoScrollDelay ctrlSetAutoScrollRewind ctrlSetAutoScrollSpeed ctrlSetBackgroundColor ctrlSetChecked ctrlSetEventHandler ctrlSetFade ctrlSetFocus ctrlSetFont ctrlSetFontH1 ctrlSetFontH1B ctrlSetFontH2 ctrlSetFontH2B ctrlSetFontH3 ctrlSetFontH3B ctrlSetFontH4 ctrlSetFontH4B ctrlSetFontH5 ctrlSetFontH5B ctrlSetFontH6 ctrlSetFontH6B ctrlSetFontHeight ctrlSetFontHeightH1 ctrlSetFontHeightH2 ctrlSetFontHeightH3 ctrlSetFontHeightH4 ctrlSetFontHeightH5 ctrlSetFontHeightH6 ctrlSetFontHeightSecondary ctrlSetFontP ctrlSetFontPB ctrlSetFontSecondary ctrlSetForegroundColor ctrlSetModel ctrlSetModelDirAndUp ctrlSetModelScale ctrlSetPosition ctrlSetScale ctrlSetStructuredText ctrlSetText ctrlSetTextColor ctrlSetTooltip ctrlSetTooltipColorBox ctrlSetTooltipColorShade ctrlSetTooltipColorText ctrlShow ctrlShown ctrlText ctrlTextHeight ctrlType ctrlVisible curatorAddons curatorCamera curatorCameraArea curatorCameraAreaCeiling curatorCoef curatorEditableObjects curatorEditingArea curatorEditingAreaType curatorMouseOver curatorPoints curatorRegisteredObjects curatorSelected curatorWaypointCost current3DENOperation currentChannel currentCommand currentMagazine currentMagazineDetail currentMagazineDetailTurret currentMagazineTurret currentMuzzle currentNamespace currentTask currentTasks currentThrowable currentVisionMode currentWaypoint currentWeapon currentWeaponMode currentWeaponTurret currentZeroing cursorObject cursorTarget customChat customRadio cutFadeOut cutObj cutRsc cutText damage date dateToNumber daytime deActivateKey debriefingText debugFSM debugLog deg delete3DENEntities deleteAt deleteCenter deleteCollection deleteEditorObject deleteGroup deleteIdentity deleteLocation deleteMarker deleteMarkerLocal deleteRange deleteResources deleteSite deleteStatus deleteTeam deleteVehicle deleteVehicleCrew deleteWaypoint detach detectedMines diag_activeMissionFSMs diag_activeScripts diag_activeSQFScripts diag_activeSQSScripts diag_captureFrame diag_captureSlowFrame diag_codePerformance diag_drawMode diag_enable diag_enabled diag_fps diag_fpsMin diag_frameNo diag_list diag_log diag_logSlowFrame diag_mergeConfigFile diag_recordTurretLimits diag_tickTime diag_toggle dialog diarySubjectExists didJIP didJIPOwner difficulty difficultyEnabled difficultyEnabledRTD difficultyOption direction directSay disableAI disableCollisionWith disableConversation disableDebriefingStats disableNVGEquipment disableRemoteSensors disableSerialization disableTIEquipment disableUAVConnectability disableUserInput displayAddEventHandler displayCtrl displayNull displayParent displayRemoveAllEventHandlers displayRemoveEventHandler displaySetEventHandler dissolveTeam distance distance2D distanceSqr distributionRegion do3DENAction doArtilleryFire doFire doFollow doFSM doGetOut doMove doorPhase doStop doSuppressiveFire doTarget doWatch drawArrow drawEllipse drawIcon drawIcon3D drawLine drawLine3D drawLink drawLocation drawPolygon drawRectangle driver drop east echo edit3DENMissionAttributes editObject editorSetEventHandler effectiveCommander emptyPositions enableAI enableAIFeature enableAimPrecision enableAttack enableAudioFeature enableCamShake enableCaustics enableChannel enableCollisionWith enableCopilot enableDebriefingStats enableDiagLegend enableEndDialog enableEngineArtillery enableEnvironment enableFatigue enableGunLights enableIRLasers enableMimics enablePersonTurret enableRadio enableReload enableRopeAttach enableSatNormalOnDetail enableSaving enableSentences enableSimulation enableSimulationGlobal enableStamina enableTeamSwitch enableUAVConnectability enableUAVWaypoints enableVehicleCargo endLoadingScreen endMission engineOn enginesIsOnRTD enginesRpmRTD enginesTorqueRTD entities estimatedEndServerTime estimatedTimeLeft evalObjectArgument everyBackpack everyContainer exec execEditorScript execFSM execVM exp expectedDestination exportJIPMessages eyeDirection eyePos face faction fadeMusic fadeRadio fadeSound fadeSpeech failMission fillWeaponsFromPool find findCover findDisplay findEditorObject findEmptyPosition findEmptyPositionReady findNearestEnemy finishMissionInit finite fire fireAtTarget firstBackpack flag flagOwner flagSide flagTexture fleeing floor flyInHeight flyInHeightASL fog fogForecast fogParams forceAddUniform forcedMap forceEnd forceMap forceRespawn forceSpeed forceWalk forceWeaponFire forceWeatherChange forEachMember forEachMemberAgent forEachMemberTeam format formation formationDirection formationLeader formationMembers formationPosition formationTask formatText formLeader freeLook fromEditor fuel fullCrew gearIDCAmmoCount gearSlotAmmoCount gearSlotData get3DENActionState get3DENAttribute get3DENCamera get3DENConnections get3DENEntity get3DENEntityID get3DENGrid get3DENIconsVisible get3DENLayerEntities get3DENLinesVisible get3DENMissionAttribute get3DENMouseOver get3DENSelected getAimingCoef getAllHitPointsDamage getAllOwnedMines getAmmoCargo getAnimAimPrecision getAnimSpeedCoef getArray getArtilleryAmmo getArtilleryComputerSettings getArtilleryETA getAssignedCuratorLogic getAssignedCuratorUnit getBackpackCargo getBleedingRemaining getBurningValue getCameraViewDirection getCargoIndex getCenterOfMass getClientState getClientStateNumber getConnectedUAV getCustomAimingCoef getDammage getDescription getDir getDirVisual getDLCs getEditorCamera getEditorMode getEditorObjectScope getElevationOffset getFatigue getFriend getFSMVariable getFuelCargo getGroupIcon getGroupIconParams getGroupIcons getHideFrom getHit getHitIndex getHitPointDamage getItemCargo getMagazineCargo getMarkerColor getMarkerPos getMarkerSize getMarkerType getMass getMissionConfig getMissionConfigValue getMissionDLCs getMissionLayerEntities getModelInfo getMousePosition getNumber getObjectArgument getObjectChildren getObjectDLC getObjectMaterials getObjectProxy getObjectTextures getObjectType getObjectViewDistance getOxygenRemaining getPersonUsedDLCs getPilotCameraDirection getPilotCameraPosition getPilotCameraRotation getPilotCameraTarget getPlayerChannel getPlayerScores getPlayerUID getPos getPosASL getPosASLVisual getPosASLW getPosATL getPosATLVisual getPosVisual getPosWorld getRelDir getRelPos getRemoteSensorsDisabled getRepairCargo getResolution getShadowDistance getShotParents getSlingLoad getSpeed getStamina getStatValue getSuppression getTerrainHeightASL getText getUnitLoadout getUnitTrait getVariable getVehicleCargo getWeaponCargo getWeaponSway getWPPos glanceAt globalChat globalRadio goggles goto group groupChat groupFromNetId groupIconSelectable groupIconsVisible groupId groupOwner groupRadio groupSelectedUnits groupSelectUnit grpNull gunner gusts halt handgunItems handgunMagazine handgunWeapon handsHit hasInterface hasPilotCamera hasWeapon hcAllGroups hcGroupParams hcLeader hcRemoveAllGroups hcRemoveGroup hcSelected hcSelectGroup hcSetGroup hcShowBar hcShownBar headgear hideBody hideObject hideObjectGlobal hideSelection hint hintC hintCadet hintSilent hmd hostMission htmlLoad HUDMovementLevels humidity image importAllGroups importance in inArea inAreaArray incapacitatedState independent inflame inflamed inGameUISetEventHandler inheritsFrom initAmbientLife inPolygon inputAction inRangeOfArtillery insertEditorObject intersect is3DEN is3DENMultiplayer isAbleToBreathe isAgent isArray isAutoHoverOn isAutonomous isAutotest isBleeding isBurning isClass isCollisionLightOn isCopilotEnabled isDedicated isDLCAvailable isEngineOn isEqualTo isEqualType isEqualTypeAll isEqualTypeAny isEqualTypeArray isEqualTypeParams isFilePatchingEnabled isFlashlightOn isFlatEmpty isForcedWalk isFormationLeader isHidden isInRemainsCollector isInstructorFigureEnabled isIRLaserOn isKeyActive isKindOf isLightOn isLocalized isManualFire isMarkedForCollection isMultiplayer isMultiplayerSolo isNil isNull isNumber isObjectHidden isObjectRTD isOnRoad isPipEnabled isPlayer isRealTime isRemoteExecuted isRemoteExecutedJIP isServer isShowing3DIcons isSprintAllowed isStaminaEnabled isSteamMission isStreamFriendlyUIEnabled isText isTouchingGround isTurnedOut isTutHintsEnabled isUAVConnectable isUAVConnected isUniformAllowed isVehicleCargo isWalking isWeaponDeployed isWeaponRested itemCargo items itemsWithMagazines join joinAs joinAsSilent joinSilent joinString kbAddDatabase kbAddDatabaseTargets kbAddTopic kbHasTopic kbReact kbRemoveTopic kbTell kbWasSaid keyImage keyName knowsAbout land landAt landResult language laserTarget lbAdd lbClear lbColor lbCurSel lbData lbDelete lbIsSelected lbPicture lbSelection lbSetColor lbSetCurSel lbSetData lbSetPicture lbSetPictureColor lbSetPictureColorDisabled lbSetPictureColorSelected lbSetSelectColor lbSetSelectColorRight lbSetSelected lbSetTooltip lbSetValue lbSize lbSort lbSortByValue lbText lbValue leader leaderboardDeInit leaderboardGetRows leaderboardInit leaveVehicle libraryCredits libraryDisclaimers lifeState lightAttachObject lightDetachObject lightIsOn lightnings limitSpeed linearConversion lineBreak lineIntersects lineIntersectsObjs lineIntersectsSurfaces lineIntersectsWith linkItem list listObjects ln lnbAddArray lnbAddColumn lnbAddRow lnbClear lnbColor lnbCurSelRow lnbData lnbDeleteColumn lnbDeleteRow lnbGetColumnsPosition lnbPicture lnbSetColor lnbSetColumnsPos lnbSetCurSelRow lnbSetData lnbSetPicture lnbSetText lnbSetValue lnbSize lnbText lnbValue load loadAbs loadBackpack loadFile loadGame loadIdentity loadMagazine loadOverlay loadStatus loadUniform loadVest local localize locationNull locationPosition lock lockCameraTo lockCargo lockDriver locked lockedCargo lockedDriver lockedTurret lockIdentity lockTurret lockWP log logEntities logNetwork logNetworkTerminate lookAt lookAtPos magazineCargo magazines magazinesAllTurrets magazinesAmmo magazinesAmmoCargo magazinesAmmoFull magazinesDetail magazinesDetailBackpack magazinesDetailUniform magazinesDetailVest magazinesTurret magazineTurretAmmo mapAnimAdd mapAnimClear mapAnimCommit mapAnimDone mapCenterOnCamera mapGridPosition markAsFinishedOnSteam markerAlpha markerBrush markerColor markerDir markerPos markerShape markerSize markerText markerType max members menuAction menuAdd menuChecked menuClear menuCollapse menuData menuDelete menuEnable menuEnabled menuExpand menuHover menuPicture menuSetAction menuSetCheck menuSetData menuSetPicture menuSetValue menuShortcut menuShortcutText menuSize menuSort menuText menuURL menuValue min mineActive mineDetectedBy missionConfigFile missionDifficulty missionName missionNamespace missionStart missionVersion mod modelToWorld modelToWorldVisual modParams moonIntensity moonPhase morale move move3DENCamera moveInAny moveInCargo moveInCommander moveInDriver moveInGunner moveInTurret moveObjectToEnd moveOut moveTime moveTo moveToCompleted moveToFailed musicVolume name nameSound nearEntities nearestBuilding nearestLocation nearestLocations nearestLocationWithDubbing nearestObject nearestObjects nearestTerrainObjects nearObjects nearObjectsReady nearRoads nearSupplies nearTargets needReload netId netObjNull newOverlay nextMenuItemIndex nextWeatherChange nMenuItems not numberToDate objectCurators objectFromNetId objectParent objNull objStatus onBriefingGroup onBriefingNotes onBriefingPlan onBriefingTeamSwitch onCommandModeChanged onDoubleClick onEachFrame onGroupIconClick onGroupIconOverEnter onGroupIconOverLeave onHCGroupSelectionChanged onMapSingleClick onPlayerConnected onPlayerDisconnected onPreloadFinished onPreloadStarted onShowNewObject onTeamSwitch openCuratorInterface openDLCPage openMap openYoutubeVideo opfor or orderGetIn overcast overcastForecast owner param params parseNumber parseText parsingNamespace particlesQuality pi pickWeaponPool pitch pixelGrid pixelGridBase pixelGridNoUIScale pixelH pixelW playableSlotsNumber playableUnits playAction playActionNow player playerRespawnTime playerSide playersNumber playGesture playMission playMove playMoveNow playMusic playScriptedMission playSound playSound3D position positionCameraToWorld posScreenToWorld posWorldToScreen ppEffectAdjust ppEffectCommit ppEffectCommitted ppEffectCreate ppEffectDestroy ppEffectEnable ppEffectEnabled ppEffectForceInNVG precision preloadCamera preloadObject preloadSound preloadTitleObj preloadTitleRsc preprocessFile preprocessFileLineNumbers primaryWeapon primaryWeaponItems primaryWeaponMagazine priority private processDiaryLink productVersion profileName profileNamespace profileNameSteam progressLoadingScreen progressPosition progressSetPosition publicVariable publicVariableClient publicVariableServer pushBack pushBackUnique putWeaponPool queryItemsPool queryMagazinePool queryWeaponPool rad radioChannelAdd radioChannelCreate radioChannelRemove radioChannelSetCallSign radioChannelSetLabel radioVolume rain rainbow random rank rankId rating rectangular registeredTasks registerTask reload reloadEnabled remoteControl remoteExec remoteExecCall remove3DENConnection remove3DENEventHandler remove3DENLayer removeAction removeAll3DENEventHandlers removeAllActions removeAllAssignedItems removeAllContainers removeAllCuratorAddons removeAllCuratorCameraAreas removeAllCuratorEditingAreas removeAllEventHandlers removeAllHandgunItems removeAllItems removeAllItemsWithMagazines removeAllMissionEventHandlers removeAllMPEventHandlers removeAllMusicEventHandlers removeAllOwnedMines removeAllPrimaryWeaponItems removeAllWeapons removeBackpack removeBackpackGlobal removeCuratorAddons removeCuratorCameraArea removeCuratorEditableObjects removeCuratorEditingArea removeDrawIcon removeDrawLinks removeEventHandler removeFromRemainsCollector removeGoggles removeGroupIcon removeHandgunItem removeHeadgear removeItem removeItemFromBackpack removeItemFromUniform removeItemFromVest removeItems removeMagazine removeMagazineGlobal removeMagazines removeMagazinesTurret removeMagazineTurret removeMenuItem removeMissionEventHandler removeMPEventHandler removeMusicEventHandler removeOwnedMine removePrimaryWeaponItem removeSecondaryWeaponItem removeSimpleTask removeSwitchableUnit removeTeamMember removeUniform removeVest removeWeapon removeWeaponGlobal removeWeaponTurret requiredVersion resetCamShake resetSubgroupDirection resistance resize resources respawnVehicle restartEditorCamera reveal revealMine reverse reversedMouseY roadAt roadsConnectedTo roleDescription ropeAttachedObjects ropeAttachedTo ropeAttachEnabled ropeAttachTo ropeCreate ropeCut ropeDestroy ropeDetach ropeEndPosition ropeLength ropes ropeUnwind ropeUnwound rotorsForcesRTD rotorsRpmRTD round runInitScript safeZoneH safeZoneW safeZoneWAbs safeZoneX safeZoneXAbs safeZoneY save3DENInventory saveGame saveIdentity saveJoysticks saveOverlay saveProfileNamespace saveStatus saveVar savingEnabled say say2D say3D scopeName score scoreSide screenshot screenToWorld scriptDone scriptName scriptNull scudState secondaryWeapon secondaryWeaponItems secondaryWeaponMagazine select selectBestPlaces selectDiarySubject selectedEditorObjects selectEditorObject selectionNames selectionPosition selectLeader selectMax selectMin selectNoPlayer selectPlayer selectRandom selectWeapon selectWeaponTurret sendAUMessage sendSimpleCommand sendTask sendTaskResult sendUDPMessage serverCommand serverCommandAvailable serverCommandExecutable serverName serverTime set set3DENAttribute set3DENAttributes set3DENGrid set3DENIconsVisible set3DENLayer set3DENLinesVisible set3DENMissionAttributes set3DENModelsVisible set3DENObjectType set3DENSelected setAccTime setAirportSide setAmmo setAmmoCargo setAnimSpeedCoef setAperture setApertureNew setArmoryPoints setAttributes setAutonomous setBehaviour setBleedingRemaining setCameraInterest setCamShakeDefParams setCamShakeParams setCamUseTi setCaptive setCenterOfMass setCollisionLight setCombatMode setCompassOscillation setCuratorCameraAreaCeiling setCuratorCoef setCuratorEditingAreaType setCuratorWaypointCost setCurrentChannel setCurrentTask setCurrentWaypoint setCustomAimCoef setDamage setDammage setDate setDebriefingText setDefaultCamera setDestination setDetailMapBlendPars setDir setDirection setDrawIcon setDropInterval setEditorMode setEditorObjectScope setEffectCondition setFace setFaceAnimation setFatigue setFlagOwner setFlagSide setFlagTexture setFog setFormation setFormationTask setFormDir setFriend setFromEditor setFSMVariable setFuel setFuelCargo setGroupIcon setGroupIconParams setGroupIconsSelectable setGroupIconsVisible setGroupId setGroupIdGlobal setGroupOwner setGusts setHideBehind setHit setHitIndex setHitPointDamage setHorizonParallaxCoef setHUDMovementLevels setIdentity setImportance setLeader setLightAmbient setLightAttenuation setLightBrightness setLightColor setLightDayLight setLightFlareMaxDistance setLightFlareSize setLightIntensity setLightnings setLightUseFlare setLocalWindParams setMagazineTurretAmmo setMarkerAlpha setMarkerAlphaLocal setMarkerBrush setMarkerBrushLocal setMarkerColor setMarkerColorLocal setMarkerDir setMarkerDirLocal setMarkerPos setMarkerPosLocal setMarkerShape setMarkerShapeLocal setMarkerSize setMarkerSizeLocal setMarkerText setMarkerTextLocal setMarkerType setMarkerTypeLocal setMass setMimic setMousePosition setMusicEffect setMusicEventHandler setName setNameSound setObjectArguments setObjectMaterial setObjectMaterialGlobal setObjectProxy setObjectTexture setObjectTextureGlobal setObjectViewDistance setOvercast setOwner setOxygenRemaining setParticleCircle setParticleClass setParticleFire setParticleParams setParticleRandom setPilotCameraDirection setPilotCameraRotation setPilotCameraTarget setPilotLight setPiPEffect setPitch setPlayable setPlayerRespawnTime setPos setPosASL setPosASL2 setPosASLW setPosATL setPosition setPosWorld setRadioMsg setRain setRainbow setRandomLip setRank setRectangular setRepairCargo setShadowDistance setShotParents setSide setSimpleTaskAlwaysVisible setSimpleTaskCustomData setSimpleTaskDescription setSimpleTaskDestination setSimpleTaskTarget setSimpleTaskType setSimulWeatherLayers setSize setSkill setSlingLoad setSoundEffect setSpeaker setSpeech setSpeedMode setStamina setStaminaScheme setStatValue setSuppression setSystemOfUnits setTargetAge setTaskResult setTaskState setTerrainGrid setText setTimeMultiplier setTitleEffect setTriggerActivation setTriggerArea setTriggerStatements setTriggerText setTriggerTimeout setTriggerType setType setUnconscious setUnitAbility setUnitLoadout setUnitPos setUnitPosWeak setUnitRank setUnitRecoilCoefficient setUnitTrait setUnloadInCombat setUserActionText setVariable setVectorDir setVectorDirAndUp setVectorUp setVehicleAmmo setVehicleAmmoDef setVehicleArmor setVehicleCargo setVehicleId setVehicleLock setVehiclePosition setVehicleTiPars setVehicleVarName setVelocity setVelocityTransformation setViewDistance setVisibleIfTreeCollapsed setWaves setWaypointBehaviour setWaypointCombatMode setWaypointCompletionRadius setWaypointDescription setWaypointForceBehaviour setWaypointFormation setWaypointHousePosition setWaypointLoiterRadius setWaypointLoiterType setWaypointName setWaypointPosition setWaypointScript setWaypointSpeed setWaypointStatements setWaypointTimeout setWaypointType setWaypointVisible setWeaponReloadingTime setWind setWindDir setWindForce setWindStr setWPPos show3DIcons showChat showCinemaBorder showCommandingMenu showCompass showCuratorCompass showGPS showHUD showLegend showMap shownArtilleryComputer shownChat shownCompass shownCuratorCompass showNewEditorObject shownGPS shownHUD shownMap shownPad shownRadio shownScoretable shownUAVFeed shownWarrant shownWatch showPad showRadio showScoretable showSubtitles showUAVFeed showWarrant showWatch showWaypoint showWaypoints side sideAmbientLife sideChat sideEmpty sideEnemy sideFriendly sideLogic sideRadio sideUnknown simpleTasks simulationEnabled simulCloudDensity simulCloudOcclusion simulInClouds simulWeatherSync sin size sizeOf skill skillFinal skipTime sleep sliderPosition sliderRange sliderSetPosition sliderSetRange sliderSetSpeed sliderSpeed slingLoadAssistantShown soldierMagazines someAmmo sort soundVolume spawn speaker speed speedMode splitString sqrt squadParams stance startLoadingScreen step stop stopEngineRTD stopped str sunOrMoon supportInfo suppressFor surfaceIsWater surfaceNormal surfaceType swimInDepth switchableUnits switchAction switchCamera switchGesture switchLight switchMove synchronizedObjects synchronizedTriggers synchronizedWaypoints synchronizeObjectsAdd synchronizeObjectsRemove synchronizeTrigger synchronizeWaypoint systemChat systemOfUnits tan targetKnowledge targetsAggregate targetsQuery taskAlwaysVisible taskChildren taskCompleted taskCustomData taskDescription taskDestination taskHint taskMarkerOffset taskNull taskParent taskResult taskState taskType teamMember teamMemberNull teamName teams teamSwitch teamSwitchEnabled teamType terminate terrainIntersect terrainIntersectASL text textLog textLogFormat tg time timeMultiplier titleCut titleFadeOut titleObj titleRsc titleText toArray toFixed toLower toString toUpper triggerActivated triggerActivation triggerArea triggerAttachedVehicle triggerAttachObject triggerAttachVehicle triggerStatements triggerText triggerTimeout triggerTimeoutCurrent triggerType turretLocal turretOwner turretUnit tvAdd tvClear tvCollapse tvCount tvCurSel tvData tvDelete tvExpand tvPicture tvSetCurSel tvSetData tvSetPicture tvSetPictureColor tvSetPictureColorDisabled tvSetPictureColorSelected tvSetPictureRight tvSetPictureRightColor tvSetPictureRightColorDisabled tvSetPictureRightColorSelected tvSetText tvSetTooltip tvSetValue tvSort tvSortByValue tvText tvTooltip tvValue type typeName typeOf UAVControl uiNamespace uiSleep unassignCurator unassignItem unassignTeam unassignVehicle underwater uniform uniformContainer uniformItems uniformMagazines unitAddons unitAimPosition unitAimPositionVisual unitBackpack unitIsUAV unitPos unitReady unitRecoilCoefficient units unitsBelowHeight unlinkItem unlockAchievement unregisterTask updateDrawIcon updateMenuItem updateObjectTree useAISteeringComponent useAudioTimeForMoves vectorAdd vectorCos vectorCrossProduct vectorDiff vectorDir vectorDirVisual vectorDistance vectorDistanceSqr vectorDotProduct vectorFromTo vectorMagnitude vectorMagnitudeSqr vectorMultiply vectorNormalized vectorUp vectorUpVisual vehicle vehicleCargoEnabled vehicleChat vehicleRadio vehicles vehicleVarName velocity velocityModelSpace verifySignature vest vestContainer vestItems vestMagazines viewDistance visibleCompass visibleGPS visibleMap visiblePosition visiblePositionASL visibleScoretable visibleWatch waves waypointAttachedObject waypointAttachedVehicle waypointAttachObject waypointAttachVehicle waypointBehaviour waypointCombatMode waypointCompletionRadius waypointDescription waypointForceBehaviour waypointFormation waypointHousePosition waypointLoiterRadius waypointLoiterType waypointName waypointPosition waypoints waypointScript waypointsEnabledUAV waypointShow waypointSpeed waypointStatements waypointTimeout waypointTimeoutCurrent waypointType waypointVisible weaponAccessories weaponAccessoriesCargo weaponCargo weaponDirection weaponInertia weaponLowered weapons weaponsItems weaponsItemsCargo weaponState weaponsTurret weightRTD west WFSideText wind",literal:"true false nil"},c:[e.CLCM,e.CBCM,e.NM,r,a,i,t.preprocessor],i:/#/}})),e.registerLanguage("sql",(function(e){var t=e.C("--","$");return{cI:!0,i:/[<>{}*#]/,c:[{bK:"begin end start commit rollback savepoint lock alter create drop rename call delete do handler insert load replace select truncate update set show pragma grant merge describe use explain help declare prepare execute deallocate release unlock purge reset change stop analyze cache flush optimize repair kill install uninstall checksum restore check backup revoke comment",e:/;/,eW:!0,l:/[\w\.]+/,k:{keyword:"abort abs absolute acc acce accep accept access accessed accessible account acos action activate add addtime admin administer advanced advise aes_decrypt aes_encrypt after agent aggregate ali alia alias allocate allow alter always analyze ancillary and any anydata anydataset anyschema anytype apply archive archived archivelog are as asc ascii asin assembly assertion associate asynchronous at atan atn2 attr attri attrib attribu attribut attribute attributes audit authenticated authentication authid authors auto autoallocate autodblink autoextend automatic availability avg backup badfile basicfile before begin beginning benchmark between bfile bfile_base big bigfile bin binary_double binary_float binlog bit_and bit_count bit_length bit_or bit_xor bitmap blob_base block blocksize body both bound buffer_cache buffer_pool build bulk by byte byteordermark bytes cache caching call calling cancel capacity cascade cascaded case cast catalog category ceil ceiling chain change changed char_base char_length character_length characters characterset charindex charset charsetform charsetid check checksum checksum_agg child choose chr chunk class cleanup clear client clob clob_base clone close cluster_id cluster_probability cluster_set clustering coalesce coercibility col collate collation collect colu colum column column_value columns columns_updated comment commit compact compatibility compiled complete composite_limit compound compress compute concat concat_ws concurrent confirm conn connec connect connect_by_iscycle connect_by_isleaf connect_by_root connect_time connection consider consistent constant constraint constraints constructor container content contents context contributors controlfile conv convert convert_tz corr corr_k corr_s corresponding corruption cos cost count count_big counted covar_pop covar_samp cpu_per_call cpu_per_session crc32 create creation critical cross cube cume_dist curdate current current_date current_time current_timestamp current_user cursor curtime customdatum cycle data database databases datafile datafiles datalength date_add date_cache date_format date_sub dateadd datediff datefromparts datename datepart datetime2fromparts day day_to_second dayname dayofmonth dayofweek dayofyear days db_role_change dbtimezone ddl deallocate declare decode decompose decrement decrypt deduplicate def defa defau defaul default defaults deferred defi defin define degrees delayed delegate delete delete_all delimited demand dense_rank depth dequeue des_decrypt des_encrypt des_key_file desc descr descri describ describe descriptor deterministic diagnostics difference dimension direct_load directory disable disable_all disallow disassociate discardfile disconnect diskgroup distinct distinctrow distribute distributed div do document domain dotnet double downgrade drop dumpfile duplicate duration each edition editionable editions element ellipsis else elsif elt empty enable enable_all enclosed encode encoding encrypt end end-exec endian enforced engine engines enqueue enterprise entityescaping eomonth error errors escaped evalname evaluate event eventdata events except exception exceptions exchange exclude excluding execu execut execute exempt exists exit exp expire explain export export_set extended extent external external_1 external_2 externally extract failed failed_login_attempts failover failure far fast feature_set feature_value fetch field fields file file_name_convert filesystem_like_logging final finish first first_value fixed flash_cache flashback floor flush following follows for forall force form forma format found found_rows freelist freelists freepools fresh from from_base64 from_days ftp full function general generated get get_format get_lock getdate getutcdate global global_name globally go goto grant grants greatest group group_concat group_id grouping grouping_id groups gtid_subtract guarantee guard handler hash hashkeys having hea head headi headin heading heap help hex hierarchy high high_priority hosts hour http id ident_current ident_incr ident_seed identified identity idle_time if ifnull ignore iif ilike ilm immediate import in include including increment index indexes indexing indextype indicator indices inet6_aton inet6_ntoa inet_aton inet_ntoa infile initial initialized initially initrans inmemory inner innodb input insert install instance instantiable instr interface interleaved intersect into invalidate invisible is is_free_lock is_ipv4 is_ipv4_compat is_not is_not_null is_used_lock isdate isnull isolation iterate java join json json_exists keep keep_duplicates key keys kill language large last last_day last_insert_id last_value lax lcase lead leading least leaves left len lenght length less level levels library like like2 like4 likec limit lines link list listagg little ln load load_file lob lobs local localtime localtimestamp locate locator lock locked log log10 log2 logfile logfiles logging logical logical_reads_per_call logoff logon logs long loop low low_priority lower lpad lrtrim ltrim main make_set makedate maketime managed management manual map mapping mask master master_pos_wait match matched materialized max maxextents maximize maxinstances maxlen maxlogfiles maxloghistory maxlogmembers maxsize maxtrans md5 measures median medium member memcompress memory merge microsecond mid migration min minextents minimum mining minus minute minvalue missing mod mode model modification modify module monitoring month months mount move movement multiset mutex name name_const names nan national native natural nav nchar nclob nested never new newline next nextval no no_write_to_binlog noarchivelog noaudit nobadfile nocheck nocompress nocopy nocycle nodelay nodiscardfile noentityescaping noguarantee nokeep nologfile nomapping nomaxvalue nominimize nominvalue nomonitoring none noneditionable nonschema noorder nopr nopro noprom nopromp noprompt norely noresetlogs noreverse normal norowdependencies noschemacheck noswitch not nothing notice notrim novalidate now nowait nth_value nullif nulls num numb numbe nvarchar nvarchar2 object ocicoll ocidate ocidatetime ociduration ociinterval ociloblocator ocinumber ociref ocirefcursor ocirowid ocistring ocitype oct octet_length of off offline offset oid oidindex old on online only opaque open operations operator optimal optimize option optionally or oracle oracle_date oradata ord ordaudio orddicom orddoc order ordimage ordinality ordvideo organization orlany orlvary out outer outfile outline output over overflow overriding package pad parallel parallel_enable parameters parent parse partial partition partitions pascal passing password password_grace_time password_lock_time password_reuse_max password_reuse_time password_verify_function patch path patindex pctincrease pctthreshold pctused pctversion percent percent_rank percentile_cont percentile_disc performance period period_add period_diff permanent physical pi pipe pipelined pivot pluggable plugin policy position post_transaction pow power pragma prebuilt precedes preceding precision prediction prediction_cost prediction_details prediction_probability prediction_set prepare present preserve prior priority private private_sga privileges procedural procedure procedure_analyze processlist profiles project prompt protection public publishingservername purge quarter query quick quiesce quota quotename radians raise rand range rank raw read reads readsize rebuild record records recover recovery recursive recycle redo reduced ref reference referenced references referencing refresh regexp_like register regr_avgx regr_avgy regr_count regr_intercept regr_r2 regr_slope regr_sxx regr_sxy reject rekey relational relative relaylog release release_lock relies_on relocate rely rem remainder rename repair repeat replace replicate replication required reset resetlogs resize resource respect restore restricted result result_cache resumable resume retention return returning returns reuse reverse revoke right rlike role roles rollback rolling rollup round row row_count rowdependencies rowid rownum rows rtrim rules safe salt sample save savepoint sb1 sb2 sb4 scan schema schemacheck scn scope scroll sdo_georaster sdo_topo_geometry search sec_to_time second section securefile security seed segment select self sequence sequential serializable server servererror session session_user sessions_per_user set sets settings sha sha1 sha2 share shared shared_pool short show shrink shutdown si_averagecolor si_colorhistogram si_featurelist si_positionalcolor si_stillimage si_texture siblings sid sign sin size size_t sizes skip slave sleep smalldatetimefromparts smallfile snapshot some soname sort soundex source space sparse spfile split sql sql_big_result sql_buffer_result sql_cache sql_calc_found_rows sql_small_result sql_variant_property sqlcode sqldata sqlerror sqlname sqlstate sqrt square standalone standby start starting startup statement static 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stop word filter and stemmer. + * + * This builder object is yielded to the configuration function + * that is passed as a parameter, allowing the list of fields + * and other builder parameters to be customised. + * + * All documents _must_ be added within the passed config function. + * + * @example + * var idx = lunr(function () { + * this.field('title') + * this.field('body') + * this.ref('id') + * + * documents.forEach(function (doc) { + * this.add(doc) + * }, this) + * }) + * + * @see {@link lunr.Builder} + * @see {@link lunr.Pipeline} + * @see {@link lunr.trimmer} + * @see {@link lunr.stopWordFilter} + * @see {@link lunr.stemmer} + * @namespace {function} lunr + */ +var lunr = function (config) { + var builder = new lunr.Builder + + builder.pipeline.add( + lunr.trimmer, + lunr.stopWordFilter, + lunr.stemmer + ) + + builder.searchPipeline.add( + lunr.stemmer + ) + + config.call(builder, builder) + return builder.build() +} + +lunr.version = "2.1.2" +/*! + * lunr.utils + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * A namespace containing utils for the rest of the lunr library + */ +lunr.utils = {} + +/** + * Print a warning message to the console. + * + * @param {String} message The message to be printed. + * @memberOf Utils + */ +lunr.utils.warn = (function (global) { + /* eslint-disable no-console */ + return function (message) { + if (global.console && console.warn) { + console.warn(message) + } + } + /* eslint-enable no-console */ +})(this) + +/** + * Convert an object to a string. + * + * In the case of `null` and `undefined` the function returns + * the empty string, in all other cases the result of calling + * `toString` on the passed object is returned. + * + * @param {Any} obj The object to convert to a string. + * @return {String} string representation of the passed object. + * @memberOf Utils + */ +lunr.utils.asString = function (obj) { + if (obj === void 0 || obj === null) { + return "" + } else { + return obj.toString() + } +} +lunr.FieldRef = function (docRef, fieldName) { + this.docRef = docRef + this.fieldName = fieldName + this._stringValue = fieldName + lunr.FieldRef.joiner + docRef +} + +lunr.FieldRef.joiner = "/" + +lunr.FieldRef.fromString = function (s) { + var n = s.indexOf(lunr.FieldRef.joiner) + + if (n === -1) { + throw "malformed field ref string" + } + + var fieldRef = s.slice(0, n), + docRef = s.slice(n + 1) + + return new lunr.FieldRef (docRef, fieldRef) +} + +lunr.FieldRef.prototype.toString = function () { + return this._stringValue +} +/** + * A function to calculate the inverse document frequency for + * a posting. This is shared between the builder and the index + * + * @private + * @param {object} posting - The posting for a given term + * @param {number} documentCount - The total number of documents. + */ +lunr.idf = function (posting, documentCount) { + var documentsWithTerm = 0 + + for (var fieldName in posting) { + if (fieldName == '_index') continue // Ignore the term index, its not a field + documentsWithTerm += Object.keys(posting[fieldName]).length + } + + var x = (documentCount - documentsWithTerm + 0.5) / (documentsWithTerm + 0.5) + + return Math.log(1 + Math.abs(x)) +} + +/** + * A token wraps a string representation of a token + * as it is passed through the text processing pipeline. + * + * @constructor + * @param {string} [str=''] - The string token being wrapped. + * @param {object} [metadata={}] - Metadata associated with this token. + */ +lunr.Token = function (str, metadata) { + this.str = str || "" + this.metadata = metadata || {} +} + +/** + * Returns the token string that is being wrapped by this object. + * + * @returns {string} + */ +lunr.Token.prototype.toString = function () { + return this.str +} + +/** + * A token update function is used when updating or optionally + * when cloning a token. + * + * @callback lunr.Token~updateFunction + * @param {string} str - The string representation of the token. + * @param {Object} metadata - All metadata associated with this token. + */ + +/** + * Applies the given function to the wrapped string token. + * + * @example + * token.update(function (str, metadata) { + * return str.toUpperCase() + * }) + * + * @param {lunr.Token~updateFunction} fn - A function to apply to the token string. + * @returns {lunr.Token} + */ +lunr.Token.prototype.update = function (fn) { + this.str = fn(this.str, this.metadata) + return this +} + +/** + * Creates a clone of this token. Optionally a function can be + * applied to the cloned token. + * + * @param {lunr.Token~updateFunction} [fn] - An optional function to apply to the cloned token. + * @returns {lunr.Token} + */ +lunr.Token.prototype.clone = function (fn) { + fn = fn || function (s) { return s } + return new lunr.Token (fn(this.str, this.metadata), this.metadata) +} +/*! + * lunr.tokenizer + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * A function for splitting a string into tokens ready to be inserted into + * the search index. Uses `lunr.tokenizer.separator` to split strings, change + * the value of this property to change how strings are split into tokens. + * + * This tokenizer will convert its parameter to a string by calling `toString` and + * then will split this string on the character in `lunr.tokenizer.separator`. + * Arrays will have their elements converted to strings and wrapped in a lunr.Token. + * + * @static + * @param {?(string|object|object[])} obj - The object to convert into tokens + * @returns {lunr.Token[]} + */ +lunr.tokenizer = function (obj) { + if (obj == null || obj == undefined) { + return [] + } + + if (Array.isArray(obj)) { + return obj.map(function (t) { + return new lunr.Token(lunr.utils.asString(t).toLowerCase()) + }) + } + + var str = obj.toString().trim().toLowerCase(), + len = str.length, + tokens = [] + + for (var sliceEnd = 0, sliceStart = 0; sliceEnd <= len; sliceEnd++) { + var char = str.charAt(sliceEnd), + sliceLength = sliceEnd - sliceStart + + if ((char.match(lunr.tokenizer.separator) || sliceEnd == len)) { + + if (sliceLength > 0) { + tokens.push( + new lunr.Token (str.slice(sliceStart, sliceEnd), { + position: [sliceStart, sliceLength], + index: tokens.length + }) + ) + } + + sliceStart = sliceEnd + 1 + } + + } + + return tokens +} + +/** + * The separator used to split a string into tokens. Override this property to change the behaviour of + * `lunr.tokenizer` behaviour when tokenizing strings. By default this splits on whitespace and hyphens. + * + * @static + * @see lunr.tokenizer + */ +lunr.tokenizer.separator = /[\s\-]+/ +/*! + * lunr.Pipeline + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * lunr.Pipelines maintain an ordered list of functions to be applied to all + * tokens in documents entering the search index and queries being ran against + * the index. + * + * An instance of lunr.Index created with the lunr shortcut will contain a + * pipeline with a stop word filter and an English language stemmer. Extra + * functions can be added before or after either of these functions or these + * default functions can be removed. + * + * When run the pipeline will call each function in turn, passing a token, the + * index of that token in the original list of all tokens and finally a list of + * all the original tokens. + * + * The output of functions in the pipeline will be passed to the next function + * in the pipeline. To exclude a token from entering the index the function + * should return undefined, the rest of the pipeline will not be called with + * this token. + * + * For serialisation of pipelines to work, all functions used in an instance of + * a pipeline should be registered with lunr.Pipeline. Registered functions can + * then be loaded. If trying to load a serialised pipeline that uses functions + * that are not registered an error will be thrown. + * + * If not planning on serialising the pipeline then registering pipeline functions + * is not necessary. + * + * @constructor + */ +lunr.Pipeline = function () { + this._stack = [] +} + +lunr.Pipeline.registeredFunctions = Object.create(null) + +/** + * A pipeline function maps lunr.Token to lunr.Token. A lunr.Token contains the token + * string as well as all known metadata. A pipeline function can mutate the token string + * or mutate (or add) metadata for a given token. + * + * A pipeline function can indicate that the passed token should be discarded by returning + * null. This token will not be passed to any downstream pipeline functions and will not be + * added to the index. + * + * Multiple tokens can be returned by returning an array of tokens. Each token will be passed + * to any downstream pipeline functions and all will returned tokens will be added to the index. + * + * Any number of pipeline functions may be chained together using a lunr.Pipeline. + * + * @interface lunr.PipelineFunction + * @param {lunr.Token} token - A token from the document being processed. + * @param {number} i - The index of this token in the complete list of tokens for this document/field. + * @param {lunr.Token[]} tokens - All tokens for this document/field. + * @returns {(?lunr.Token|lunr.Token[])} + */ + +/** + * Register a function with the pipeline. + * + * Functions that are used in the pipeline should be registered if the pipeline + * needs to be serialised, or a serialised pipeline needs to be loaded. + * + * Registering a function does not add it to a pipeline, functions must still be + * added to instances of the pipeline for them to be used when running a pipeline. + * + * @param {lunr.PipelineFunction} fn - The function to check for. + * @param {String} label - The label to register this function with + */ +lunr.Pipeline.registerFunction = function (fn, label) { + if (label in this.registeredFunctions) { + lunr.utils.warn('Overwriting existing registered function: ' + label) + } + + fn.label = label + lunr.Pipeline.registeredFunctions[fn.label] = fn +} + +/** + * Warns if the function is not registered as a Pipeline function. + * + * @param {lunr.PipelineFunction} fn - The function to check for. + * @private + */ +lunr.Pipeline.warnIfFunctionNotRegistered = function (fn) { + var isRegistered = fn.label && (fn.label in this.registeredFunctions) + + if (!isRegistered) { + lunr.utils.warn('Function is not registered with pipeline. This may cause problems when serialising the index.\n', fn) + } +} + +/** + * Loads a previously serialised pipeline. + * + * All functions to be loaded must already be registered with lunr.Pipeline. + * If any function from the serialised data has not been registered then an + * error will be thrown. + * + * @param {Object} serialised - The serialised pipeline to load. + * @returns {lunr.Pipeline} + */ +lunr.Pipeline.load = function (serialised) { + var pipeline = new lunr.Pipeline + + serialised.forEach(function (fnName) { + var fn = lunr.Pipeline.registeredFunctions[fnName] + + if (fn) { + pipeline.add(fn) + } else { + throw new Error('Cannot load unregistered function: ' + fnName) + } + }) + + return pipeline +} + +/** + * Adds new functions to the end of the pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction[]} functions - Any number of functions to add to the pipeline. + */ +lunr.Pipeline.prototype.add = function () { + var fns = Array.prototype.slice.call(arguments) + + fns.forEach(function (fn) { + lunr.Pipeline.warnIfFunctionNotRegistered(fn) + this._stack.push(fn) + }, this) +} + +/** + * Adds a single function after a function that already exists in the + * pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. + * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. + */ +lunr.Pipeline.prototype.after = function (existingFn, newFn) { + lunr.Pipeline.warnIfFunctionNotRegistered(newFn) + + var pos = this._stack.indexOf(existingFn) + if (pos == -1) { + throw new Error('Cannot find existingFn') + } + + pos = pos + 1 + this._stack.splice(pos, 0, newFn) +} + +/** + * Adds a single function before a function that already exists in the + * pipeline. + * + * Logs a warning if the function has not been registered. + * + * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. + * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. + */ +lunr.Pipeline.prototype.before = function (existingFn, newFn) { + lunr.Pipeline.warnIfFunctionNotRegistered(newFn) + + var pos = this._stack.indexOf(existingFn) + if (pos == -1) { + throw new Error('Cannot find existingFn') + } + + this._stack.splice(pos, 0, newFn) +} + +/** + * Removes a function from the pipeline. + * + * @param {lunr.PipelineFunction} fn The function to remove from the pipeline. + */ +lunr.Pipeline.prototype.remove = function (fn) { + var pos = this._stack.indexOf(fn) + if (pos == -1) { + return + } + + this._stack.splice(pos, 1) +} + +/** + * Runs the current list of functions that make up the pipeline against the + * passed tokens. + * + * @param {Array} tokens The tokens to run through the pipeline. + * @returns {Array} + */ +lunr.Pipeline.prototype.run = function (tokens) { + var stackLength = this._stack.length + + for (var i = 0; i < stackLength; i++) { + var fn = this._stack[i] + + tokens = tokens.reduce(function (memo, token, j) { + var result = fn(token, j, tokens) + + if (result === void 0 || result === '') return memo + + return memo.concat(result) + }, []) + } + + return tokens +} + +/** + * Convenience method for passing a string through a pipeline and getting + * strings out. This method takes care of wrapping the passed string in a + * token and mapping the resulting tokens back to strings. + * + * @param {string} str - The string to pass through the pipeline. + * @returns {string[]} + */ +lunr.Pipeline.prototype.runString = function (str) { + var token = new lunr.Token (str) + + return this.run([token]).map(function (t) { + return t.toString() + }) +} + +/** + * Resets the pipeline by removing any existing processors. + * + */ +lunr.Pipeline.prototype.reset = function () { + this._stack = [] +} + +/** + * Returns a representation of the pipeline ready for serialisation. + * + * Logs a warning if the function has not been registered. + * + * @returns {Array} + */ +lunr.Pipeline.prototype.toJSON = function () { + return this._stack.map(function (fn) { + lunr.Pipeline.warnIfFunctionNotRegistered(fn) + + return fn.label + }) +} +/*! + * lunr.Vector + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * A vector is used to construct the vector space of documents and queries. These + * vectors support operations to determine the similarity between two documents or + * a document and a query. + * + * Normally no parameters are required for initializing a vector, but in the case of + * loading a previously dumped vector the raw elements can be provided to the constructor. + * + * For performance reasons vectors are implemented with a flat array, where an elements + * index is immediately followed by its value. E.g. [index, value, index, value]. This + * allows the underlying array to be as sparse as possible and still offer decent + * performance when being used for vector calculations. + * + * @constructor + * @param {Number[]} [elements] - The flat list of element index and element value pairs. + */ +lunr.Vector = function (elements) { + this._magnitude = 0 + this.elements = elements || [] +} + + +/** + * Calculates the position within the vector to insert a given index. + * + * This is used internally by insert and upsert. If there are duplicate indexes then + * the position is returned as if the value for that index were to be updated, but it + * is the callers responsibility to check whether there is a duplicate at that index + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @returns {Number} + */ +lunr.Vector.prototype.positionForIndex = function (index) { + // For an empty vector the tuple can be inserted at the beginning + if (this.elements.length == 0) { + return 0 + } + + var start = 0, + end = this.elements.length / 2, + sliceLength = end - start, + pivotPoint = Math.floor(sliceLength / 2), + pivotIndex = this.elements[pivotPoint * 2] + + while (sliceLength > 1) { + if (pivotIndex < index) { + start = pivotPoint + } + + if (pivotIndex > index) { + end = pivotPoint + } + + if (pivotIndex == index) { + break + } + + sliceLength = end - start + pivotPoint = start + Math.floor(sliceLength / 2) + pivotIndex = this.elements[pivotPoint * 2] + } + + if (pivotIndex == index) { + return pivotPoint * 2 + } + + if (pivotIndex > index) { + return pivotPoint * 2 + } + + if (pivotIndex < index) { + return (pivotPoint + 1) * 2 + } +} + +/** + * Inserts an element at an index within the vector. + * + * Does not allow duplicates, will throw an error if there is already an entry + * for this index. + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @param {Number} val - The value to be inserted into the vector. + */ +lunr.Vector.prototype.insert = function (insertIdx, val) { + this.upsert(insertIdx, val, function () { + throw "duplicate index" + }) +} + +/** + * Inserts or updates an existing index within the vector. + * + * @param {Number} insertIdx - The index at which the element should be inserted. + * @param {Number} val - The value to be inserted into the vector. + * @param {function} fn - A function that is called for updates, the existing value and the + * requested value are passed as arguments + */ +lunr.Vector.prototype.upsert = function (insertIdx, val, fn) { + this._magnitude = 0 + var position = this.positionForIndex(insertIdx) + + if (this.elements[position] == insertIdx) { + this.elements[position + 1] = fn(this.elements[position + 1], val) + } else { + this.elements.splice(position, 0, insertIdx, val) + } +} + +/** + * Calculates the magnitude of this vector. + * + * @returns {Number} + */ +lunr.Vector.prototype.magnitude = function () { + if (this._magnitude) return this._magnitude + + var sumOfSquares = 0, + elementsLength = this.elements.length + + for (var i = 1; i < elementsLength; i += 2) { + var val = this.elements[i] + sumOfSquares += val * val + } + + return this._magnitude = Math.sqrt(sumOfSquares) +} + +/** + * Calculates the dot product of this vector and another vector. + * + * @param {lunr.Vector} otherVector - The vector to compute the dot product with. + * @returns {Number} + */ +lunr.Vector.prototype.dot = function (otherVector) { + var dotProduct = 0, + a = this.elements, b = otherVector.elements, + aLen = a.length, bLen = b.length, + aVal = 0, bVal = 0, + i = 0, j = 0 + + while (i < aLen && j < bLen) { + aVal = a[i], bVal = b[j] + if (aVal < bVal) { + i += 2 + } else if (aVal > bVal) { + j += 2 + } else if (aVal == bVal) { + dotProduct += a[i + 1] * b[j + 1] + i += 2 + j += 2 + } + } + + return dotProduct +} + +/** + * Calculates the cosine similarity between this vector and another + * vector. + * + * @param {lunr.Vector} otherVector - The other vector to calculate the + * similarity with. + * @returns {Number} + */ +lunr.Vector.prototype.similarity = function (otherVector) { + return this.dot(otherVector) / (this.magnitude() * otherVector.magnitude()) +} + +/** + * Converts the vector to an array of the elements within the vector. + * + * @returns {Number[]} + */ +lunr.Vector.prototype.toArray = function () { + var output = new Array (this.elements.length / 2) + + for (var i = 1, j = 0; i < this.elements.length; i += 2, j++) { + output[j] = this.elements[i] + } + + return output +} + +/** + * A JSON serializable representation of the vector. + * + * @returns {Number[]} + */ +lunr.Vector.prototype.toJSON = function () { + return this.elements +} +/* eslint-disable */ +/*! + * lunr.stemmer + * Copyright (C) 2017 Oliver Nightingale + * Includes code from - http://tartarus.org/~martin/PorterStemmer/js.txt + */ + +/** + * lunr.stemmer is an english language stemmer, this is a JavaScript + * implementation of the PorterStemmer taken from http://tartarus.org/~martin + * + * @static + * @implements {lunr.PipelineFunction} + * @param {lunr.Token} token - The string to stem + * @returns {lunr.Token} + * @see {@link lunr.Pipeline} + */ +lunr.stemmer = (function(){ + var step2list = { + "ational" : "ate", + "tional" : "tion", + "enci" : "ence", + "anci" : "ance", + "izer" : "ize", + "bli" : "ble", + "alli" : "al", + "entli" : "ent", + "eli" : "e", + "ousli" : "ous", + "ization" : "ize", + "ation" : "ate", + "ator" : "ate", + "alism" : "al", + "iveness" : "ive", + "fulness" : "ful", + "ousness" : "ous", + "aliti" : "al", + "iviti" : "ive", + "biliti" : "ble", + "logi" : "log" + }, + + step3list = { + "icate" : "ic", + "ative" : "", + "alize" : "al", + "iciti" : "ic", + "ical" : "ic", + "ful" : "", + "ness" : "" + }, + + c = "[^aeiou]", // consonant + v = "[aeiouy]", // vowel + C = c + "[^aeiouy]*", // consonant sequence + V = v + "[aeiou]*", // vowel sequence + + mgr0 = "^(" + C + ")?" + V + C, // [C]VC... is m>0 + meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$", // [C]VC[V] is m=1 + mgr1 = "^(" + C + ")?" + V + C + V + C, // [C]VCVC... is m>1 + s_v = "^(" + C + ")?" + v; // vowel in stem + + var re_mgr0 = new RegExp(mgr0); + var re_mgr1 = new RegExp(mgr1); + var re_meq1 = new RegExp(meq1); + var re_s_v = new RegExp(s_v); + + var re_1a = /^(.+?)(ss|i)es$/; + var re2_1a = /^(.+?)([^s])s$/; + var re_1b = /^(.+?)eed$/; + var re2_1b = /^(.+?)(ed|ing)$/; + var re_1b_2 = /.$/; + var re2_1b_2 = /(at|bl|iz)$/; + var re3_1b_2 = new RegExp("([^aeiouylsz])\\1$"); + var re4_1b_2 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + + var re_1c = /^(.+?[^aeiou])y$/; + var re_2 = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/; + + var re_3 = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/; + + var re_4 = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/; + var re2_4 = /^(.+?)(s|t)(ion)$/; + + var re_5 = /^(.+?)e$/; + var re_5_1 = /ll$/; + var re3_5 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + + var porterStemmer = function porterStemmer(w) { + var stem, + suffix, + firstch, + re, + re2, + re3, + re4; + + if (w.length < 3) { return w; } + + firstch = w.substr(0,1); + if (firstch == "y") { + w = firstch.toUpperCase() + w.substr(1); + } + + // Step 1a + re = re_1a + re2 = re2_1a; + + if (re.test(w)) { w = w.replace(re,"$1$2"); } + else if (re2.test(w)) { w = w.replace(re2,"$1$2"); } + + // Step 1b + re = re_1b; + re2 = re2_1b; + if (re.test(w)) { + var fp = re.exec(w); + re = re_mgr0; + if (re.test(fp[1])) { + re = re_1b_2; + w = w.replace(re,""); + } + } else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1]; + re2 = re_s_v; + if (re2.test(stem)) { + w = stem; + re2 = re2_1b_2; + re3 = re3_1b_2; + re4 = re4_1b_2; + if (re2.test(w)) { w = w + "e"; } + else if (re3.test(w)) { re = re_1b_2; w = w.replace(re,""); } + else if (re4.test(w)) { w = w + "e"; } + } + } + + // Step 1c - replace suffix y or Y by i if preceded by a non-vowel which is not the first letter of the word (so cry -> cri, by -> by, say -> say) + re = re_1c; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + w = stem + "i"; + } + + // Step 2 + re = re_2; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = re_mgr0; + if (re.test(stem)) { + w = stem + step2list[suffix]; + } + } + + // Step 3 + re = re_3; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = re_mgr0; + if (re.test(stem)) { + w = stem + step3list[suffix]; + } + } + + // Step 4 + re = re_4; + re2 = re2_4; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = re_mgr1; + if (re.test(stem)) { + w = stem; + } + } else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1] + fp[2]; + re2 = re_mgr1; + if (re2.test(stem)) { + w = stem; + } + } + + // Step 5 + re = re_5; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = re_mgr1; + re2 = re_meq1; + re3 = re3_5; + if (re.test(stem) || (re2.test(stem) && !(re3.test(stem)))) { + w = stem; + } + } + + re = re_5_1; + re2 = re_mgr1; + if (re.test(w) && re2.test(w)) { + re = re_1b_2; + w = w.replace(re,""); + } + + // and turn initial Y back to y + + if (firstch == "y") { + w = firstch.toLowerCase() + w.substr(1); + } + + return w; + }; + + return function (token) { + return token.update(porterStemmer); + } +})(); + +lunr.Pipeline.registerFunction(lunr.stemmer, 'stemmer') +/*! + * lunr.stopWordFilter + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * lunr.generateStopWordFilter builds a stopWordFilter function from the provided + * list of stop words. + * + * The built in lunr.stopWordFilter is built using this generator and can be used + * to generate custom stopWordFilters for applications or non English languages. + * + * @param {Array} token The token to pass through the filter + * @returns {lunr.PipelineFunction} + * @see lunr.Pipeline + * @see lunr.stopWordFilter + */ +lunr.generateStopWordFilter = function (stopWords) { + var words = stopWords.reduce(function (memo, stopWord) { + memo[stopWord] = stopWord + return memo + }, {}) + + return function (token) { + if (token && words[token.toString()] !== token.toString()) return token + } +} + +/** + * lunr.stopWordFilter is an English language stop word list filter, any words + * contained in the list will not be passed through the filter. + * + * This is intended to be used in the Pipeline. If the token does not pass the + * filter then undefined will be returned. + * + * @implements {lunr.PipelineFunction} + * @params {lunr.Token} token - A token to check for being a stop word. + * @returns {lunr.Token} + * @see {@link lunr.Pipeline} + */ +lunr.stopWordFilter = lunr.generateStopWordFilter([ + 'a', + 'able', + 'about', + 'across', + 'after', + 'all', + 'almost', + 'also', + 'am', + 'among', + 'an', + 'and', + 'any', + 'are', + 'as', + 'at', + 'be', + 'because', + 'been', + 'but', + 'by', + 'can', + 'cannot', + 'could', + 'dear', + 'did', + 'do', + 'does', + 'either', + 'else', + 'ever', + 'every', + 'for', + 'from', + 'get', + 'got', + 'had', + 'has', + 'have', + 'he', + 'her', + 'hers', + 'him', + 'his', + 'how', + 'however', + 'i', + 'if', + 'in', + 'into', + 'is', + 'it', + 'its', + 'just', + 'least', + 'let', + 'like', + 'likely', + 'may', + 'me', + 'might', + 'most', + 'must', + 'my', + 'neither', + 'no', + 'nor', + 'not', + 'of', + 'off', + 'often', + 'on', + 'only', + 'or', + 'other', + 'our', + 'own', + 'rather', + 'said', + 'say', + 'says', + 'she', + 'should', + 'since', + 'so', + 'some', + 'than', + 'that', + 'the', + 'their', + 'them', + 'then', + 'there', + 'these', + 'they', + 'this', + 'tis', + 'to', + 'too', + 'twas', + 'us', + 'wants', + 'was', + 'we', + 'were', + 'what', + 'when', + 'where', + 'which', + 'while', + 'who', + 'whom', + 'why', + 'will', + 'with', + 'would', + 'yet', + 'you', + 'your' +]) + +lunr.Pipeline.registerFunction(lunr.stopWordFilter, 'stopWordFilter') +/*! + * lunr.trimmer + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * lunr.trimmer is a pipeline function for trimming non word + * characters from the beginning and end of tokens before they + * enter the index. + * + * This implementation may not work correctly for non latin + * characters and should either be removed or adapted for use + * with languages with non-latin characters. + * + * @static + * @implements {lunr.PipelineFunction} + * @param {lunr.Token} token The token to pass through the filter + * @returns {lunr.Token} + * @see lunr.Pipeline + */ +lunr.trimmer = function (token) { + return token.update(function (s) { + return s.replace(/^\W+/, '').replace(/\W+$/, '') + }) +} + +lunr.Pipeline.registerFunction(lunr.trimmer, 'trimmer') +/*! + * lunr.TokenSet + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * A token set is used to store the unique list of all tokens + * within an index. Token sets are also used to represent an + * incoming query to the index, this query token set and index + * token set are then intersected to find which tokens to look + * up in the inverted index. + * + * A token set can hold multiple tokens, as in the case of the + * index token set, or it can hold a single token as in the + * case of a simple query token set. + * + * Additionally token sets are used to perform wildcard matching. + * Leading, contained and trailing wildcards are supported, and + * from this edit distance matching can also be provided. + * + * Token sets are implemented as a minimal finite state automata, + * where both common prefixes and suffixes are shared between tokens. + * This helps to reduce the space used for storing the token set. + * + * @constructor + */ +lunr.TokenSet = function () { + this.final = false + this.edges = {} + this.id = lunr.TokenSet._nextId + lunr.TokenSet._nextId += 1 +} + +/** + * Keeps track of the next, auto increment, identifier to assign + * to a new tokenSet. + * + * TokenSets require a unique identifier to be correctly minimised. + * + * @private + */ +lunr.TokenSet._nextId = 1 + +/** + * Creates a TokenSet instance from the given sorted array of words. + * + * @param {String[]} arr - A sorted array of strings to create the set from. + * @returns {lunr.TokenSet} + * @throws Will throw an error if the input array is not sorted. + */ +lunr.TokenSet.fromArray = function (arr) { + var builder = new lunr.TokenSet.Builder + + for (var i = 0, len = arr.length; i < len; i++) { + builder.insert(arr[i]) + } + + builder.finish() + return builder.root +} + +/** + * Creates a token set from a query clause. + * + * @private + * @param {Object} clause - A single clause from lunr.Query. + * @param {string} clause.term - The query clause term. + * @param {number} [clause.editDistance] - The optional edit distance for the term. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.fromClause = function (clause) { + if ('editDistance' in clause) { + return lunr.TokenSet.fromFuzzyString(clause.term, clause.editDistance) + } else { + return lunr.TokenSet.fromString(clause.term) + } +} + +/** + * Creates a token set representing a single string with a specified + * edit distance. + * + * Insertions, deletions, substitutions and transpositions are each + * treated as an edit distance of 1. + * + * Increasing the allowed edit distance will have a dramatic impact + * on the performance of both creating and intersecting these TokenSets. + * It is advised to keep the edit distance less than 3. + * + * @param {string} str - The string to create the token set from. + * @param {number} editDistance - The allowed edit distance to match. + * @returns {lunr.Vector} + */ +lunr.TokenSet.fromFuzzyString = function (str, editDistance) { + var root = new lunr.TokenSet + + var stack = [{ + node: root, + editsRemaining: editDistance, + str: str + }] + + while (stack.length) { + var frame = stack.pop() + + // no edit + if (frame.str.length > 0) { + var char = frame.str.charAt(0), + noEditNode + + if (char in frame.node.edges) { + noEditNode = frame.node.edges[char] + } else { + noEditNode = new lunr.TokenSet + frame.node.edges[char] = noEditNode + } + + if (frame.str.length == 1) { + noEditNode.final = true + } else { + stack.push({ + node: noEditNode, + editsRemaining: frame.editsRemaining, + str: frame.str.slice(1) + }) + } + } + + // deletion + // can only do a deletion if we have enough edits remaining + // and if there are characters left to delete in the string + if (frame.editsRemaining > 0 && frame.str.length > 1) { + var char = frame.str.charAt(1), + deletionNode + + if (char in frame.node.edges) { + deletionNode = frame.node.edges[char] + } else { + deletionNode = new lunr.TokenSet + frame.node.edges[char] = deletionNode + } + + if (frame.str.length <= 2) { + deletionNode.final = true + } else { + stack.push({ + node: deletionNode, + editsRemaining: frame.editsRemaining - 1, + str: frame.str.slice(2) + }) + } + } + + // deletion + // just removing the last character from the str + if (frame.editsRemaining > 0 && frame.str.length == 1) { + frame.node.final = true + } + + // substitution + // can only do a substitution if we have enough edits remaining + // and if there are characters left to substitute + if (frame.editsRemaining > 0 && frame.str.length >= 1) { + if ("*" in frame.node.edges) { + var substitutionNode = frame.node.edges["*"] + } else { + var substitutionNode = new lunr.TokenSet + frame.node.edges["*"] = substitutionNode + } + + if (frame.str.length == 1) { + substitutionNode.final = true + } else { + stack.push({ + node: substitutionNode, + editsRemaining: frame.editsRemaining - 1, + str: frame.str.slice(1) + }) + } + } + + // insertion + // can only do insertion if there are edits remaining + if (frame.editsRemaining > 0) { + if ("*" in frame.node.edges) { + var insertionNode = frame.node.edges["*"] + } else { + var insertionNode = new lunr.TokenSet + frame.node.edges["*"] = insertionNode + } + + if (frame.str.length == 0) { + insertionNode.final = true + } else { + stack.push({ + node: insertionNode, + editsRemaining: frame.editsRemaining - 1, + str: frame.str + }) + } + } + + // transposition + // can only do a transposition if there are edits remaining + // and there are enough characters to transpose + if (frame.editsRemaining > 0 && frame.str.length > 1) { + var charA = frame.str.charAt(0), + charB = frame.str.charAt(1), + transposeNode + + if (charB in frame.node.edges) { + transposeNode = frame.node.edges[charB] + } else { + transposeNode = new lunr.TokenSet + frame.node.edges[charB] = transposeNode + } + + if (frame.str.length == 1) { + transposeNode.final = true + } else { + stack.push({ + node: transposeNode, + editsRemaining: frame.editsRemaining - 1, + str: charA + frame.str.slice(2) + }) + } + } + } + + return root +} + +/** + * Creates a TokenSet from a string. + * + * The string may contain one or more wildcard characters (*) + * that will allow wildcard matching when intersecting with + * another TokenSet. + * + * @param {string} str - The string to create a TokenSet from. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.fromString = function (str) { + var node = new lunr.TokenSet, + root = node, + wildcardFound = false + + /* + * Iterates through all characters within the passed string + * appending a node for each character. + * + * As soon as a wildcard character is found then a self + * referencing edge is introduced to continually match + * any number of any characters. + */ + for (var i = 0, len = str.length; i < len; i++) { + var char = str[i], + final = (i == len - 1) + + if (char == "*") { + wildcardFound = true + node.edges[char] = node + node.final = final + + } else { + var next = new lunr.TokenSet + next.final = final + + node.edges[char] = next + node = next + + // TODO: is this needed anymore? + if (wildcardFound) { + node.edges["*"] = root + } + } + } + + return root +} + +/** + * Converts this TokenSet into an array of strings + * contained within the TokenSet. + * + * @returns {string[]} + */ +lunr.TokenSet.prototype.toArray = function () { + var words = [] + + var stack = [{ + prefix: "", + node: this + }] + + while (stack.length) { + var frame = stack.pop(), + edges = Object.keys(frame.node.edges), + len = edges.length + + if (frame.node.final) { + words.push(frame.prefix) + } + + for (var i = 0; i < len; i++) { + var edge = edges[i] + + stack.push({ + prefix: frame.prefix.concat(edge), + node: frame.node.edges[edge] + }) + } + } + + return words +} + +/** + * Generates a string representation of a TokenSet. + * + * This is intended to allow TokenSets to be used as keys + * in objects, largely to aid the construction and minimisation + * of a TokenSet. As such it is not designed to be a human + * friendly representation of the TokenSet. + * + * @returns {string} + */ +lunr.TokenSet.prototype.toString = function () { + // NOTE: Using Object.keys here as this.edges is very likely + // to enter 'hash-mode' with many keys being added + // + // avoiding a for-in loop here as it leads to the function + // being de-optimised (at least in V8). From some simple + // benchmarks the performance is comparable, but allowing + // V8 to optimize may mean easy performance wins in the future. + + if (this._str) { + return this._str + } + + var str = this.final ? '1' : '0', + labels = Object.keys(this.edges).sort(), + len = labels.length + + for (var i = 0; i < len; i++) { + var label = labels[i], + node = this.edges[label] + + str = str + label + node.id + } + + return str +} + +/** + * Returns a new TokenSet that is the intersection of + * this TokenSet and the passed TokenSet. + * + * This intersection will take into account any wildcards + * contained within the TokenSet. + * + * @param {lunr.TokenSet} b - An other TokenSet to intersect with. + * @returns {lunr.TokenSet} + */ +lunr.TokenSet.prototype.intersect = function (b) { + var output = new lunr.TokenSet, + frame = undefined + + var stack = [{ + qNode: b, + output: output, + node: this + }] + + while (stack.length) { + frame = stack.pop() + + // NOTE: As with the #toString method, we are using + // Object.keys and a for loop instead of a for-in loop + // as both of these objects enter 'hash' mode, causing + // the function to be de-optimised in V8 + var qEdges = Object.keys(frame.qNode.edges), + qLen = qEdges.length, + nEdges = Object.keys(frame.node.edges), + nLen = nEdges.length + + for (var q = 0; q < qLen; q++) { + var qEdge = qEdges[q] + + for (var n = 0; n < nLen; n++) { + var nEdge = nEdges[n] + + if (nEdge == qEdge || qEdge == '*') { + var node = frame.node.edges[nEdge], + qNode = frame.qNode.edges[qEdge], + final = node.final && qNode.final, + next = undefined + + if (nEdge in frame.output.edges) { + // an edge already exists for this character + // no need to create a new node, just set the finality + // bit unless this node is already final + next = frame.output.edges[nEdge] + next.final = next.final || final + + } else { + // no edge exists yet, must create one + // set the finality bit and insert it + // into the output + next = new lunr.TokenSet + next.final = final + frame.output.edges[nEdge] = next + } + + stack.push({ + qNode: qNode, + output: next, + node: node + }) + } + } + } + } + + return output +} +lunr.TokenSet.Builder = function () { + this.previousWord = "" + this.root = new lunr.TokenSet + this.uncheckedNodes = [] + this.minimizedNodes = {} +} + +lunr.TokenSet.Builder.prototype.insert = function (word) { + var node, + commonPrefix = 0 + + if (word < this.previousWord) { + throw new Error ("Out of order word insertion") + } + + for (var i = 0; i < word.length && i < this.previousWord.length; i++) { + if (word[i] != this.previousWord[i]) break + commonPrefix++ + } + + this.minimize(commonPrefix) + + if (this.uncheckedNodes.length == 0) { + node = this.root + } else { + node = this.uncheckedNodes[this.uncheckedNodes.length - 1].child + } + + for (var i = commonPrefix; i < word.length; i++) { + var nextNode = new lunr.TokenSet, + char = word[i] + + node.edges[char] = nextNode + + this.uncheckedNodes.push({ + parent: node, + char: char, + child: nextNode + }) + + node = nextNode + } + + node.final = true + this.previousWord = word +} + +lunr.TokenSet.Builder.prototype.finish = function () { + this.minimize(0) +} + +lunr.TokenSet.Builder.prototype.minimize = function (downTo) { + for (var i = this.uncheckedNodes.length - 1; i >= downTo; i--) { + var node = this.uncheckedNodes[i], + childKey = node.child.toString() + + if (childKey in this.minimizedNodes) { + node.parent.edges[node.char] = this.minimizedNodes[childKey] + } else { + // Cache the key for this node since + // we know it can't change anymore + node.child._str = childKey + + this.minimizedNodes[childKey] = node.child + } + + this.uncheckedNodes.pop() + } +} +/*! + * lunr.Index + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * An index contains the built index of all documents and provides a query interface + * to the index. + * + * Usually instances of lunr.Index will not be created using this constructor, instead + * lunr.Builder should be used to construct new indexes, or lunr.Index.load should be + * used to load previously built and serialized indexes. + * + * @constructor + * @param {Object} attrs - The attributes of the built search index. + * @param {Object} attrs.invertedIndex - An index of term/field to document reference. + * @param {Object} attrs.documentVectors - Document vectors keyed by document reference. + * @param {lunr.TokenSet} attrs.tokenSet - An set of all corpus tokens. + * @param {string[]} attrs.fields - The names of indexed document fields. + * @param {lunr.Pipeline} attrs.pipeline - The pipeline to use for search terms. + */ +lunr.Index = function (attrs) { + this.invertedIndex = attrs.invertedIndex + this.fieldVectors = attrs.fieldVectors + this.tokenSet = attrs.tokenSet + this.fields = attrs.fields + this.pipeline = attrs.pipeline +} + +/** + * A result contains details of a document matching a search query. + * @typedef {Object} lunr.Index~Result + * @property {string} ref - The reference of the document this result represents. + * @property {number} score - A number between 0 and 1 representing how similar this document is to the query. + * @property {lunr.MatchData} matchData - Contains metadata about this match including which term(s) caused the match. + */ + +/** + * Although lunr provides the ability to create queries using lunr.Query, it also provides a simple + * query language which itself is parsed into an instance of lunr.Query. + * + * For programmatically building queries it is advised to directly use lunr.Query, the query language + * is best used for human entered text rather than program generated text. + * + * At its simplest queries can just be a single term, e.g. `hello`, multiple terms are also supported + * and will be combined with OR, e.g `hello world` will match documents that contain either 'hello' + * or 'world', though those that contain both will rank higher in the results. + * + * Wildcards can be included in terms to match one or more unspecified characters, these wildcards can + * be inserted anywhere within the term, and more than one wildcard can exist in a single term. Adding + * wildcards will increase the number of documents that will be found but can also have a negative + * impact on query performance, especially with wildcards at the beginning of a term. + * + * Terms can be restricted to specific fields, e.g. `title:hello`, only documents with the term + * hello in the title field will match this query. Using a field not present in the index will lead + * to an error being thrown. + * + * Modifiers can also be added to terms, lunr supports edit distance and boost modifiers on terms. A term + * boost will make documents matching that term score higher, e.g. `foo^5`. Edit distance is also supported + * to provide fuzzy matching, e.g. 'hello~2' will match documents with hello with an edit distance of 2. + * Avoid large values for edit distance to improve query performance. + * + * To escape special characters the backslash character '\' can be used, this allows searches to include + * characters that would normally be considered modifiers, e.g. `foo\~2` will search for a term "foo~2" instead + * of attempting to apply a boost of 2 to the search term "foo". + * + * @typedef {string} lunr.Index~QueryString + * @example Simple single term query + * hello + * @example Multiple term query + * hello world + * @example term scoped to a field + * title:hello + * @example term with a boost of 10 + * hello^10 + * @example term with an edit distance of 2 + * hello~2 + */ + +/** + * Performs a search against the index using lunr query syntax. + * + * Results will be returned sorted by their score, the most relevant results + * will be returned first. + * + * For more programmatic querying use lunr.Index#query. + * + * @param {lunr.Index~QueryString} queryString - A string containing a lunr query. + * @throws {lunr.QueryParseError} If the passed query string cannot be parsed. + * @returns {lunr.Index~Result[]} + */ +lunr.Index.prototype.search = function (queryString) { + return this.query(function (query) { + var parser = new lunr.QueryParser(queryString, query) + parser.parse() + }) +} + +/** + * A query builder callback provides a query object to be used to express + * the query to perform on the index. + * + * @callback lunr.Index~queryBuilder + * @param {lunr.Query} query - The query object to build up. + * @this lunr.Query + */ + +/** + * Performs a query against the index using the yielded lunr.Query object. + * + * If performing programmatic queries against the index, this method is preferred + * over lunr.Index#search so as to avoid the additional query parsing overhead. + * + * A query object is yielded to the supplied function which should be used to + * express the query to be run against the index. + * + * Note that although this function takes a callback parameter it is _not_ an + * asynchronous operation, the callback is just yielded a query object to be + * customized. + * + * @param {lunr.Index~queryBuilder} fn - A function that is used to build the query. + * @returns {lunr.Index~Result[]} + */ +lunr.Index.prototype.query = function (fn) { + // for each query clause + // * process terms + // * expand terms from token set + // * find matching documents and metadata + // * get document vectors + // * score documents + + var query = new lunr.Query(this.fields), + matchingFields = Object.create(null), + queryVectors = Object.create(null) + + fn.call(query, query) + + for (var i = 0; i < query.clauses.length; i++) { + /* + * Unless the pipeline has been disabled for this term, which is + * the case for terms with wildcards, we need to pass the clause + * term through the search pipeline. A pipeline returns an array + * of processed terms. Pipeline functions may expand the passed + * term, which means we may end up performing multiple index lookups + * for a single query term. + */ + var clause = query.clauses[i], + terms = null + + if (clause.usePipeline) { + terms = this.pipeline.runString(clause.term) + } else { + terms = [clause.term] + } + + for (var m = 0; m < terms.length; m++) { + var term = terms[m] + + /* + * Each term returned from the pipeline needs to use the same query + * clause object, e.g. the same boost and or edit distance. The + * simplest way to do this is to re-use the clause object but mutate + * its term property. + */ + clause.term = term + + /* + * From the term in the clause we create a token set which will then + * be used to intersect the indexes token set to get a list of terms + * to lookup in the inverted index + */ + var termTokenSet = lunr.TokenSet.fromClause(clause), + expandedTerms = this.tokenSet.intersect(termTokenSet).toArray() + + for (var j = 0; j < expandedTerms.length; j++) { + /* + * For each term get the posting and termIndex, this is required for + * building the query vector. + */ + var expandedTerm = expandedTerms[j], + posting = this.invertedIndex[expandedTerm], + termIndex = posting._index + + for (var k = 0; k < clause.fields.length; k++) { + /* + * For each field that this query term is scoped by (by default + * all fields are in scope) we need to get all the document refs + * that have this term in that field. + * + * The posting is the entry in the invertedIndex for the matching + * term from above. + */ + var field = clause.fields[k], + fieldPosting = posting[field], + matchingDocumentRefs = Object.keys(fieldPosting) + + /* + * To support field level boosts a query vector is created per + * field. This vector is populated using the termIndex found for + * the term and a unit value with the appropriate boost applied. + * + * If the query vector for this field does not exist yet it needs + * to be created. + */ + if (!(field in queryVectors)) { + queryVectors[field] = new lunr.Vector + } + + /* + * Using upsert because there could already be an entry in the vector + * for the term we are working with. In that case we just add the scores + * together. + */ + queryVectors[field].upsert(termIndex, 1 * clause.boost, function (a, b) { return a + b }) + + for (var l = 0; l < matchingDocumentRefs.length; l++) { + /* + * All metadata for this term/field/document triple + * are then extracted and collected into an instance + * of lunr.MatchData ready to be returned in the query + * results + */ + var matchingDocumentRef = matchingDocumentRefs[l], + matchingFieldRef = new lunr.FieldRef (matchingDocumentRef, field), + documentMetadata, matchData + + documentMetadata = fieldPosting[matchingDocumentRef] + matchData = new lunr.MatchData (expandedTerm, field, documentMetadata) + + if (matchingFieldRef in matchingFields) { + matchingFields[matchingFieldRef].combine(matchData) + } else { + matchingFields[matchingFieldRef] = matchData + } + + } + } + } + } + } + + var matchingFieldRefs = Object.keys(matchingFields), + results = {} + + for (var i = 0; i < matchingFieldRefs.length; i++) { + /* + * Currently we have document fields that match the query, but we + * need to return documents. The matchData and scores are combined + * from multiple fields belonging to the same document. + * + * Scores are calculated by field, using the query vectors created + * above, and combined into a final document score using addition. + */ + var fieldRef = lunr.FieldRef.fromString(matchingFieldRefs[i]), + docRef = fieldRef.docRef, + fieldVector = this.fieldVectors[fieldRef], + score = queryVectors[fieldRef.fieldName].similarity(fieldVector) + + if (docRef in results) { + results[docRef].score += score + results[docRef].matchData.combine(matchingFields[fieldRef]) + } else { + results[docRef] = { + ref: docRef, + score: score, + matchData: matchingFields[fieldRef] + } + } + } + + /* + * The results object needs to be converted into a list + * of results, sorted by score before being returned. + */ + return Object.keys(results) + .map(function (key) { + return results[key] + }) + .sort(function (a, b) { + return b.score - a.score + }) +} + +/** + * Prepares the index for JSON serialization. + * + * The schema for this JSON blob will be described in a + * separate JSON schema file. + * + * @returns {Object} + */ +lunr.Index.prototype.toJSON = function () { + var invertedIndex = Object.keys(this.invertedIndex) + .sort() + .map(function (term) { + return [term, this.invertedIndex[term]] + }, this) + + var fieldVectors = Object.keys(this.fieldVectors) + .map(function (ref) { + return [ref, this.fieldVectors[ref].toJSON()] + }, this) + + return { + version: lunr.version, + fields: this.fields, + fieldVectors: fieldVectors, + invertedIndex: invertedIndex, + pipeline: this.pipeline.toJSON() + } +} + +/** + * Loads a previously serialized lunr.Index + * + * @param {Object} serializedIndex - A previously serialized lunr.Index + * @returns {lunr.Index} + */ +lunr.Index.load = function (serializedIndex) { + var attrs = {}, + fieldVectors = {}, + serializedVectors = serializedIndex.fieldVectors, + invertedIndex = {}, + serializedInvertedIndex = serializedIndex.invertedIndex, + tokenSetBuilder = new lunr.TokenSet.Builder, + pipeline = lunr.Pipeline.load(serializedIndex.pipeline) + + if (serializedIndex.version != lunr.version) { + lunr.utils.warn("Version mismatch when loading serialised index. Current version of lunr '" + lunr.version + "' does not match serialized index '" + serializedIndex.version + "'") + } + + for (var i = 0; i < serializedVectors.length; i++) { + var tuple = serializedVectors[i], + ref = tuple[0], + elements = tuple[1] + + fieldVectors[ref] = new lunr.Vector(elements) + } + + for (var i = 0; i < serializedInvertedIndex.length; i++) { + var tuple = serializedInvertedIndex[i], + term = tuple[0], + posting = tuple[1] + + tokenSetBuilder.insert(term) + invertedIndex[term] = posting + } + + tokenSetBuilder.finish() + + attrs.fields = serializedIndex.fields + + attrs.fieldVectors = fieldVectors + attrs.invertedIndex = invertedIndex + attrs.tokenSet = tokenSetBuilder.root + attrs.pipeline = pipeline + + return new lunr.Index(attrs) +} +/*! + * lunr.Builder + * Copyright (C) 2017 Oliver Nightingale + */ + +/** + * lunr.Builder performs indexing on a set of documents and + * returns instances of lunr.Index ready for querying. + * + * All configuration of the index is done via the builder, the + * fields to index, the document reference, the text processing + * pipeline and document scoring parameters are all set on the + * builder before indexing. + * + * @constructor + * @property {string} _ref - Internal reference to the document reference field. + * @property {string[]} _fields - Internal reference to the document fields to index. + * @property {object} invertedIndex - The inverted index maps terms to document fields. + * @property {object} documentTermFrequencies - Keeps track of document term frequencies. + * @property {object} documentLengths - Keeps track of the length of documents added to the index. + * @property {lunr.tokenizer} tokenizer - Function for splitting strings into tokens for indexing. + * @property {lunr.Pipeline} pipeline - The pipeline performs text processing on tokens before indexing. + * @property {lunr.Pipeline} searchPipeline - A pipeline for processing search terms before querying the index. + * @property {number} documentCount - Keeps track of the total number of documents indexed. + * @property {number} _b - A parameter to control field length normalization, setting this to 0 disabled normalization, 1 fully normalizes field lengths, the default value is 0.75. + * @property {number} _k1 - A parameter to control how quickly an increase in term frequency results in term frequency saturation, the default value is 1.2. + * @property {number} termIndex - A counter incremented for each unique term, used to identify a terms position in the vector space. + * @property {array} metadataWhitelist - A list of metadata keys that have been whitelisted for entry in the index. + */ +lunr.Builder = function () { + this._ref = "id" + this._fields = [] + this.invertedIndex = Object.create(null) + this.fieldTermFrequencies = {} + this.fieldLengths = {} + this.tokenizer = lunr.tokenizer + this.pipeline = new lunr.Pipeline + this.searchPipeline = new lunr.Pipeline + this.documentCount = 0 + this._b = 0.75 + this._k1 = 1.2 + this.termIndex = 0 + this.metadataWhitelist = [] +} + +/** + * Sets the document field used as the document reference. Every document must have this field. + * The type of this field in the document should be a string, if it is not a string it will be + * coerced into a string by calling toString. + * + * The default ref is 'id'. + * + * The ref should _not_ be changed during indexing, it should be set before any documents are + * added to the index. Changing it during indexing can lead to inconsistent results. + * + * @param {string} ref - The name of the reference field in the document. + */ +lunr.Builder.prototype.ref = function (ref) { + this._ref = ref +} + +/** + * Adds a field to the list of document fields that will be indexed. Every document being + * indexed should have this field. Null values for this field in indexed documents will + * not cause errors but will limit the chance of that document being retrieved by searches. + * + * All fields should be added before adding documents to the index. Adding fields after + * a document has been indexed will have no effect on already indexed documents. + * + * @param {string} field - The name of a field to index in all documents. + */ +lunr.Builder.prototype.field = function (field) { + this._fields.push(field) +} + +/** + * A parameter to tune the amount of field length normalisation that is applied when + * calculating relevance scores. A value of 0 will completely disable any normalisation + * and a value of 1 will fully normalise field lengths. The default is 0.75. Values of b + * will be clamped to the range 0 - 1. + * + * @param {number} number - The value to set for this tuning parameter. + */ +lunr.Builder.prototype.b = function (number) { + if (number < 0) { + this._b = 0 + } else if (number > 1) { + this._b = 1 + } else { + this._b = number + } +} + +/** + * A parameter that controls the speed at which a rise in term frequency results in term + * frequency saturation. The default value is 1.2. Setting this to a higher value will give + * slower saturation levels, a lower value will result in quicker saturation. + * + * @param {number} number - The value to set for this tuning parameter. + */ +lunr.Builder.prototype.k1 = function (number) { + this._k1 = number +} + +/** + * Adds a document to the index. + * + * Before adding fields to the index the index should have been fully setup, with the document + * ref and all fields to index already having been specified. + * + * The document must have a field name as specified by the ref (by default this is 'id') and + * it should have all fields defined for indexing, though null or undefined values will not + * cause errors. + * + * @param {object} doc - The document to add to the index. + */ +lunr.Builder.prototype.add = function (doc) { + var docRef = doc[this._ref] + + this.documentCount += 1 + + for (var i = 0; i < this._fields.length; i++) { + var fieldName = this._fields[i], + field = doc[fieldName], + tokens = this.tokenizer(field), + terms = this.pipeline.run(tokens), + fieldRef = new lunr.FieldRef (docRef, fieldName), + fieldTerms = Object.create(null) + + this.fieldTermFrequencies[fieldRef] = fieldTerms + this.fieldLengths[fieldRef] = 0 + + // store the length of this field for this document + this.fieldLengths[fieldRef] += terms.length + + // calculate term frequencies for this field + for (var j = 0; j < terms.length; j++) { + var term = terms[j] + + if (fieldTerms[term] == undefined) { + fieldTerms[term] = 0 + } + + fieldTerms[term] += 1 + + // add to inverted index + // create an initial posting if one doesn't exist + if (this.invertedIndex[term] == undefined) { + var posting = Object.create(null) + posting["_index"] = this.termIndex + this.termIndex += 1 + + for (var k = 0; k < this._fields.length; k++) { + posting[this._fields[k]] = Object.create(null) + } + + this.invertedIndex[term] = posting + } + + // add an entry for this term/fieldName/docRef to the invertedIndex + if (this.invertedIndex[term][fieldName][docRef] == undefined) { + this.invertedIndex[term][fieldName][docRef] = Object.create(null) + } + + // store all whitelisted metadata about this token in the + // inverted index + for (var l = 0; l < this.metadataWhitelist.length; l++) { + var metadataKey = this.metadataWhitelist[l], + metadata = term.metadata[metadataKey] + + if (this.invertedIndex[term][fieldName][docRef][metadataKey] == undefined) { + this.invertedIndex[term][fieldName][docRef][metadataKey] = [] + } + + this.invertedIndex[term][fieldName][docRef][metadataKey].push(metadata) + } + } + + } +} + +/** + * Calculates the average document length for this index + * + * @private + */ +lunr.Builder.prototype.calculateAverageFieldLengths = function () { + + var fieldRefs = Object.keys(this.fieldLengths), + numberOfFields = fieldRefs.length, + accumulator = {}, + documentsWithField = {} + + for (var i = 0; i < numberOfFields; i++) { + var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), + field = fieldRef.fieldName + + documentsWithField[field] || (documentsWithField[field] = 0) + documentsWithField[field] += 1 + + accumulator[field] || (accumulator[field] = 0) + accumulator[field] += this.fieldLengths[fieldRef] + } + + for (var i = 0; i < this._fields.length; i++) { + var field = this._fields[i] + accumulator[field] = accumulator[field] / documentsWithField[field] + } + + this.averageFieldLength = accumulator +} + +/** + * Builds a vector space model of every document using lunr.Vector + * + * @private + */ +lunr.Builder.prototype.createFieldVectors = function () { + var fieldVectors = {}, + fieldRefs = Object.keys(this.fieldTermFrequencies), + fieldRefsLength = fieldRefs.length + + for (var i = 0; i < fieldRefsLength; i++) { + var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), + field = fieldRef.fieldName, + fieldLength = this.fieldLengths[fieldRef], + fieldVector = new lunr.Vector, + termFrequencies = this.fieldTermFrequencies[fieldRef], + terms = Object.keys(termFrequencies), + termsLength = terms.length + + for (var j = 0; j < termsLength; j++) { + var term = terms[j], + tf = termFrequencies[term], + termIndex = this.invertedIndex[term]._index, + idf = lunr.idf(this.invertedIndex[term], this.documentCount), + score = idf * ((this._k1 + 1) * tf) / (this._k1 * (1 - this._b + this._b * (fieldLength / this.averageFieldLength[field])) + tf), + scoreWithPrecision = Math.round(score * 1000) / 1000 + // Converts 1.23456789 to 1.234. + // Reducing the precision so that the vectors take up less + // space when serialised. Doing it now so that they behave + // the same before and after serialisation. Also, this is + // the fastest approach to reducing a number's precision in + // JavaScript. + + fieldVector.insert(termIndex, scoreWithPrecision) + } + + fieldVectors[fieldRef] = fieldVector + } + + this.fieldVectors = fieldVectors +} + +/** + * Creates a token set of all tokens in the index using lunr.TokenSet + * + * @private + */ +lunr.Builder.prototype.createTokenSet = function () { + this.tokenSet = lunr.TokenSet.fromArray( + Object.keys(this.invertedIndex).sort() + ) +} + +/** + * Builds the index, creating an instance of lunr.Index. + * + * This completes the indexing process and should only be called + * once all documents have been added to the index. + * + * @private + * @returns {lunr.Index} + */ +lunr.Builder.prototype.build = function () { + this.calculateAverageFieldLengths() + this.createFieldVectors() + this.createTokenSet() + + return new lunr.Index({ + invertedIndex: this.invertedIndex, + fieldVectors: this.fieldVectors, + tokenSet: this.tokenSet, + fields: this._fields, + pipeline: this.searchPipeline + }) +} + +/** + * Applies a plugin to the index builder. + * + * A plugin is a function that is called with the index builder as its context. + * Plugins can be used to customise or extend the behaviour of the index + * in some way. A plugin is just a function, that encapsulated the custom + * behaviour that should be applied when building the index. + * + * The plugin function will be called with the index builder as its argument, additional + * arguments can also be passed when calling use. The function will be called + * with the index builder as its context. + * + * @param {Function} plugin The plugin to apply. + */ +lunr.Builder.prototype.use = function (fn) { + var args = Array.prototype.slice.call(arguments, 1) + args.unshift(this) + fn.apply(this, args) +} +/** + * Contains and collects metadata about a matching document. + * A single instance of lunr.MatchData is returned as part of every + * lunr.Index~Result. + * + * @constructor + * @param {string} term - The term this match data is associated with + * @param {string} field - The field in which the term was found + * @param {object} metadata - The metadata recorded about this term in this field + * @property {object} metadata - A cloned collection of metadata associated with this document. + * @see {@link lunr.Index~Result} + */ +lunr.MatchData = function (term, field, metadata) { + var clonedMetadata = Object.create(null), + metadataKeys = Object.keys(metadata) + + // Cloning the metadata to prevent the original + // being mutated during match data combination. + // Metadata is kept in an array within the inverted + // index so cloning the data can be done with + // Array#slice + for (var i = 0; i < metadataKeys.length; i++) { + var key = metadataKeys[i] + clonedMetadata[key] = metadata[key].slice() + } + + this.metadata = Object.create(null) + this.metadata[term] = Object.create(null) + this.metadata[term][field] = clonedMetadata +} + +/** + * An instance of lunr.MatchData will be created for every term that matches a + * document. However only one instance is required in a lunr.Index~Result. This + * method combines metadata from another instance of lunr.MatchData with this + * objects metadata. + * + * @param {lunr.MatchData} otherMatchData - Another instance of match data to merge with this one. + * @see {@link lunr.Index~Result} + */ +lunr.MatchData.prototype.combine = function (otherMatchData) { + var terms = Object.keys(otherMatchData.metadata) + + for (var i = 0; i < terms.length; i++) { + var term = terms[i], + fields = Object.keys(otherMatchData.metadata[term]) + + if (this.metadata[term] == undefined) { + this.metadata[term] = Object.create(null) + } + + for (var j = 0; j < fields.length; j++) { + var field = fields[j], + keys = Object.keys(otherMatchData.metadata[term][field]) + + if (this.metadata[term][field] == undefined) { + this.metadata[term][field] = Object.create(null) + } + + for (var k = 0; k < keys.length; k++) { + var key = keys[k] + + if (this.metadata[term][field][key] == undefined) { + this.metadata[term][field][key] = otherMatchData.metadata[term][field][key] + } else { + this.metadata[term][field][key] = this.metadata[term][field][key].concat(otherMatchData.metadata[term][field][key]) + } + + } + } + } +} +/** + * A lunr.Query provides a programmatic way of defining queries to be performed + * against a {@link lunr.Index}. + * + * Prefer constructing a lunr.Query using the {@link lunr.Index#query} method + * so the query object is pre-initialized with the right index fields. + * + * @constructor + * @property {lunr.Query~Clause[]} clauses - An array of query clauses. + * @property {string[]} allFields - An array of all available fields in a lunr.Index. + */ +lunr.Query = function (allFields) { + this.clauses = [] + this.allFields = allFields +} + +/** + * Constants for indicating what kind of automatic wildcard insertion will be used when constructing a query clause. + * + * This allows wildcards to be added to the beginning and end of a term without having to manually do any string + * concatenation. + * + * The wildcard constants can be bitwise combined to select both leading and trailing wildcards. + * + * @constant + * @default + * @property {number} wildcard.NONE - The term will have no wildcards inserted, this is the default behaviour + * @property {number} wildcard.LEADING - Prepend the term with a wildcard, unless a leading wildcard already exists + * @property {number} wildcard.TRAILING - Append a wildcard to the term, unless a trailing wildcard already exists + * @see lunr.Query~Clause + * @see lunr.Query#clause + * @see lunr.Query#term + * @example query term with trailing wildcard + * query.term('foo', { wildcard: lunr.Query.wildcard.TRAILING }) + * @example query term with leading and trailing wildcard + * query.term('foo', { + * wildcard: lunr.Query.wildcard.LEADING | lunr.Query.wildcard.TRAILING + * }) + */ +lunr.Query.wildcard = new String ("*") +lunr.Query.wildcard.NONE = 0 +lunr.Query.wildcard.LEADING = 1 +lunr.Query.wildcard.TRAILING = 2 + +/** + * A single clause in a {@link lunr.Query} contains a term and details on how to + * match that term against a {@link lunr.Index}. + * + * @typedef {Object} lunr.Query~Clause + * @property {string[]} fields - The fields in an index this clause should be matched against. + * @property {number} [boost=1] - Any boost that should be applied when matching this clause. + * @property {number} [editDistance] - Whether the term should have fuzzy matching applied, and how fuzzy the match should be. + * @property {boolean} [usePipeline] - Whether the term should be passed through the search pipeline. + * @property {number} [wildcard=0] - Whether the term should have wildcards appended or prepended. + */ + +/** + * Adds a {@link lunr.Query~Clause} to this query. + * + * Unless the clause contains the fields to be matched all fields will be matched. In addition + * a default boost of 1 is applied to the clause. + * + * @param {lunr.Query~Clause} clause - The clause to add to this query. + * @see lunr.Query~Clause + * @returns {lunr.Query} + */ +lunr.Query.prototype.clause = function (clause) { + if (!('fields' in clause)) { + clause.fields = this.allFields + } + + if (!('boost' in clause)) { + clause.boost = 1 + } + + if (!('usePipeline' in clause)) { + clause.usePipeline = true + } + + if (!('wildcard' in clause)) { + clause.wildcard = lunr.Query.wildcard.NONE + } + + if ((clause.wildcard & lunr.Query.wildcard.LEADING) && (clause.term.charAt(0) != lunr.Query.wildcard)) { + clause.term = "*" + clause.term + } + + if ((clause.wildcard & lunr.Query.wildcard.TRAILING) && (clause.term.slice(-1) != lunr.Query.wildcard)) { + clause.term = "" + clause.term + "*" + } + + this.clauses.push(clause) + + return this +} + +/** + * Adds a term to the current query, under the covers this will create a {@link lunr.Query~Clause} + * to the list of clauses that make up this query. + * + * @param {string} term - The term to add to the query. + * @param {Object} [options] - Any additional properties to add to the query clause. + * @returns {lunr.Query} + * @see lunr.Query#clause + * @see lunr.Query~Clause + * @example adding a single term to a query + * query.term("foo") + * @example adding a single term to a query and specifying search fields, term boost and automatic trailing wildcard + * query.term("foo", { + * fields: ["title"], + * boost: 10, + * wildcard: lunr.Query.wildcard.TRAILING + * }) + */ +lunr.Query.prototype.term = function (term, options) { + var clause = options || {} + clause.term = term + + this.clause(clause) + + return this +} +lunr.QueryParseError = function (message, start, end) { + this.name = "QueryParseError" + this.message = message + this.start = start + this.end = end +} + +lunr.QueryParseError.prototype = new Error +lunr.QueryLexer = function (str) { + this.lexemes = [] + this.str = str + this.length = str.length + this.pos = 0 + this.start = 0 + this.escapeCharPositions = [] +} + +lunr.QueryLexer.prototype.run = function () { + var state = lunr.QueryLexer.lexText + + while (state) { + state = state(this) + } +} + +lunr.QueryLexer.prototype.sliceString = function () { + var subSlices = [], + sliceStart = this.start, + sliceEnd = this.pos + + for (var i = 0; i < this.escapeCharPositions.length; i++) { + sliceEnd = this.escapeCharPositions[i] + subSlices.push(this.str.slice(sliceStart, sliceEnd)) + sliceStart = sliceEnd + 1 + } + + subSlices.push(this.str.slice(sliceStart, this.pos)) + this.escapeCharPositions.length = 0 + + return subSlices.join('') +} + +lunr.QueryLexer.prototype.emit = function (type) { + this.lexemes.push({ + type: type, + str: this.sliceString(), + start: this.start, + end: this.pos + }) + + this.start = this.pos +} + +lunr.QueryLexer.prototype.escapeCharacter = function () { + this.escapeCharPositions.push(this.pos - 1) + this.pos += 1 +} + +lunr.QueryLexer.prototype.next = function () { + if (this.pos >= this.length) { + return lunr.QueryLexer.EOS + } + + var char = this.str.charAt(this.pos) + this.pos += 1 + return char +} + +lunr.QueryLexer.prototype.width = function () { + return this.pos - this.start +} + +lunr.QueryLexer.prototype.ignore = function () { + if (this.start == this.pos) { + this.pos += 1 + } + + this.start = this.pos +} + +lunr.QueryLexer.prototype.backup = function () { + this.pos -= 1 +} + +lunr.QueryLexer.prototype.acceptDigitRun = function () { + var char, charCode + + do { + char = this.next() + charCode = char.charCodeAt(0) + } while (charCode > 47 && charCode < 58) + + if (char != lunr.QueryLexer.EOS) { + this.backup() + } +} + +lunr.QueryLexer.prototype.more = function () { + return this.pos < this.length +} + +lunr.QueryLexer.EOS = 'EOS' +lunr.QueryLexer.FIELD = 'FIELD' +lunr.QueryLexer.TERM = 'TERM' +lunr.QueryLexer.EDIT_DISTANCE = 'EDIT_DISTANCE' +lunr.QueryLexer.BOOST = 'BOOST' + +lunr.QueryLexer.lexField = function (lexer) { + lexer.backup() + lexer.emit(lunr.QueryLexer.FIELD) + lexer.ignore() + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexTerm = function (lexer) { + if (lexer.width() > 1) { + lexer.backup() + lexer.emit(lunr.QueryLexer.TERM) + } + + lexer.ignore() + + if (lexer.more()) { + return lunr.QueryLexer.lexText + } +} + +lunr.QueryLexer.lexEditDistance = function (lexer) { + lexer.ignore() + lexer.acceptDigitRun() + lexer.emit(lunr.QueryLexer.EDIT_DISTANCE) + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexBoost = function (lexer) { + lexer.ignore() + lexer.acceptDigitRun() + lexer.emit(lunr.QueryLexer.BOOST) + return lunr.QueryLexer.lexText +} + +lunr.QueryLexer.lexEOS = function (lexer) { + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } +} + +// This matches the separator used when tokenising fields +// within a document. These should match otherwise it is +// not possible to search for some tokens within a document. +// +// It is possible for the user to change the separator on the +// tokenizer so it _might_ clash with any other of the special +// characters already used within the search string, e.g. :. +// +// This means that it is possible to change the separator in +// such a way that makes some words unsearchable using a search +// string. +lunr.QueryLexer.termSeparator = lunr.tokenizer.separator + +lunr.QueryLexer.lexText = function (lexer) { + while (true) { + var char = lexer.next() + + if (char == lunr.QueryLexer.EOS) { + return lunr.QueryLexer.lexEOS + } + + // Escape character is '\' + if (char.charCodeAt(0) == 92) { + lexer.escapeCharacter() + continue + } + + if (char == ":") { + return lunr.QueryLexer.lexField + } + + if (char == "~") { + lexer.backup() + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } + return lunr.QueryLexer.lexEditDistance + } + + if (char == "^") { + lexer.backup() + if (lexer.width() > 0) { + lexer.emit(lunr.QueryLexer.TERM) + } + return lunr.QueryLexer.lexBoost + } + + if (char.match(lunr.QueryLexer.termSeparator)) { + return lunr.QueryLexer.lexTerm + } + } +} + +lunr.QueryParser = function (str, query) { + this.lexer = new lunr.QueryLexer (str) + this.query = query + this.currentClause = {} + this.lexemeIdx = 0 +} + +lunr.QueryParser.prototype.parse = function () { + this.lexer.run() + this.lexemes = this.lexer.lexemes + + var state = lunr.QueryParser.parseFieldOrTerm + + while (state) { + state = state(this) + } + + return this.query +} + +lunr.QueryParser.prototype.peekLexeme = function () { + return this.lexemes[this.lexemeIdx] +} + +lunr.QueryParser.prototype.consumeLexeme = function () { + var lexeme = this.peekLexeme() + this.lexemeIdx += 1 + return lexeme +} + +lunr.QueryParser.prototype.nextClause = function () { + var completedClause = this.currentClause + this.query.clause(completedClause) + this.currentClause = {} +} + +lunr.QueryParser.parseFieldOrTerm = function (parser) { + var lexeme = parser.peekLexeme() + + if (lexeme == undefined) { + return + } + + switch (lexeme.type) { + case lunr.QueryLexer.FIELD: + return lunr.QueryParser.parseField + case lunr.QueryLexer.TERM: + return lunr.QueryParser.parseTerm + default: + var errorMessage = "expected either a field or a term, found " + lexeme.type + + if (lexeme.str.length >= 1) { + errorMessage += " with value '" + lexeme.str + "'" + } + + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } +} + +lunr.QueryParser.parseField = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + if (parser.query.allFields.indexOf(lexeme.str) == -1) { + var possibleFields = parser.query.allFields.map(function (f) { return "'" + f + "'" }).join(', '), + errorMessage = "unrecognised field '" + lexeme.str + "', possible fields: " + possibleFields + + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.fields = [lexeme.str] + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + var errorMessage = "expecting term, found nothing" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + return lunr.QueryParser.parseTerm + default: + var errorMessage = "expecting term, found '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseTerm = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + parser.currentClause.term = lexeme.str.toLowerCase() + + if (lexeme.str.indexOf("*") != -1) { + parser.currentClause.usePipeline = false + } + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseEditDistance = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + var editDistance = parseInt(lexeme.str, 10) + + if (isNaN(editDistance)) { + var errorMessage = "edit distance must be numeric" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.editDistance = editDistance + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + +lunr.QueryParser.parseBoost = function (parser) { + var lexeme = parser.consumeLexeme() + + if (lexeme == undefined) { + return + } + + var boost = parseInt(lexeme.str, 10) + + if (isNaN(boost)) { + var errorMessage = "boost must be numeric" + throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) + } + + parser.currentClause.boost = boost + + var nextLexeme = parser.peekLexeme() + + if (nextLexeme == undefined) { + parser.nextClause() + return + } + + switch (nextLexeme.type) { + case lunr.QueryLexer.TERM: + parser.nextClause() + return lunr.QueryParser.parseTerm + case lunr.QueryLexer.FIELD: + parser.nextClause() + return lunr.QueryParser.parseField + case lunr.QueryLexer.EDIT_DISTANCE: + return lunr.QueryParser.parseEditDistance + case lunr.QueryLexer.BOOST: + return lunr.QueryParser.parseBoost + default: + var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" + throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) + } +} + + /** + * export the module via AMD, CommonJS or as a browser global + * Export code from https://github.com/umdjs/umd/blob/master/returnExports.js + */ + ;(function (root, factory) { + if (typeof define === 'function' && define.amd) { + // AMD. Register as an anonymous module. + define(factory) + } else if (typeof exports === 'object') { + /** + * Node. Does not work with strict CommonJS, but + * only CommonJS-like enviroments that support module.exports, + * like Node. + */ + module.exports = factory() + } else { + // Browser globals (root is window) + root.lunr = factory() + } + }(this, function () { + /** + * Just return a value to define the module export. + * This example returns an object, but the module + * can return a function as the exported value. + */ + return lunr + })) +})(); diff --git a/styles/lunr.min.js b/styles/lunr.min.js new file mode 100644 index 00000000..859e54f5 --- /dev/null +++ b/styles/lunr.min.js @@ -0,0 +1 @@ +(function(){var lunr=function(config){var builder=new lunr.Builder;builder.pipeline.add(lunr.trimmer,lunr.stopWordFilter,lunr.stemmer);builder.searchPipeline.add(lunr.stemmer);config.call(builder,builder);return builder.build()};lunr.version="2.1.2";lunr.utils={};lunr.utils.warn=function(global){return function(message){if(global.console&&console.warn){console.warn(message)}}}(this);lunr.utils.asString=function(obj){if(obj===void 0||obj===null){return""}else{return obj.toString()}};lunr.FieldRef=function(docRef,fieldName){this.docRef=docRef;this.fieldName=fieldName;this._stringValue=fieldName+lunr.FieldRef.joiner+docRef};lunr.FieldRef.joiner="/";lunr.FieldRef.fromString=function(s){var n=s.indexOf(lunr.FieldRef.joiner);if(n===-1){throw"malformed field ref string"}var fieldRef=s.slice(0,n),docRef=s.slice(n+1);return new lunr.FieldRef(docRef,fieldRef)};lunr.FieldRef.prototype.toString=function(){return this._stringValue};lunr.idf=function(posting,documentCount){var documentsWithTerm=0;for(var fieldName in posting){if(fieldName=="_index")continue;documentsWithTerm+=Object.keys(posting[fieldName]).length}var x=(documentCount-documentsWithTerm+.5)/(documentsWithTerm+.5);return Math.log(1+Math.abs(x))};lunr.Token=function(str,metadata){this.str=str||"";this.metadata=metadata||{}};lunr.Token.prototype.toString=function(){return this.str};lunr.Token.prototype.update=function(fn){this.str=fn(this.str,this.metadata);return this};lunr.Token.prototype.clone=function(fn){fn=fn||function(s){return s};return new lunr.Token(fn(this.str,this.metadata),this.metadata)};lunr.tokenizer=function(obj){if(obj==null||obj==undefined){return[]}if(Array.isArray(obj)){return obj.map((function(t){return new lunr.Token(lunr.utils.asString(t).toLowerCase())}))}var str=obj.toString().trim().toLowerCase(),len=str.length,tokens=[];for(var sliceEnd=0,sliceStart=0;sliceEnd<=len;sliceEnd++){var char=str.charAt(sliceEnd),sliceLength=sliceEnd-sliceStart;if(char.match(lunr.tokenizer.separator)||sliceEnd==len){if(sliceLength>0){tokens.push(new lunr.Token(str.slice(sliceStart,sliceEnd),{position:[sliceStart,sliceLength],index:tokens.length}))}sliceStart=sliceEnd+1}}return tokens};lunr.tokenizer.separator=/[\s\-]+/;lunr.Pipeline=function(){this._stack=[]};lunr.Pipeline.registeredFunctions=Object.create(null);lunr.Pipeline.registerFunction=function(fn,label){if(label in this.registeredFunctions){lunr.utils.warn("Overwriting existing registered function: "+label)}fn.label=label;lunr.Pipeline.registeredFunctions[fn.label]=fn};lunr.Pipeline.warnIfFunctionNotRegistered=function(fn){var isRegistered=fn.label&&fn.label in this.registeredFunctions;if(!isRegistered){lunr.utils.warn("Function is not registered with pipeline. This may cause problems when serialising the index.\n",fn)}};lunr.Pipeline.load=function(serialised){var pipeline=new lunr.Pipeline;serialised.forEach((function(fnName){var fn=lunr.Pipeline.registeredFunctions[fnName];if(fn){pipeline.add(fn)}else{throw new Error("Cannot load unregistered function: "+fnName)}}));return pipeline};lunr.Pipeline.prototype.add=function(){var fns=Array.prototype.slice.call(arguments);fns.forEach((function(fn){lunr.Pipeline.warnIfFunctionNotRegistered(fn);this._stack.push(fn)}),this)};lunr.Pipeline.prototype.after=function(existingFn,newFn){lunr.Pipeline.warnIfFunctionNotRegistered(newFn);var pos=this._stack.indexOf(existingFn);if(pos==-1){throw new Error("Cannot find existingFn")}pos=pos+1;this._stack.splice(pos,0,newFn)};lunr.Pipeline.prototype.before=function(existingFn,newFn){lunr.Pipeline.warnIfFunctionNotRegistered(newFn);var pos=this._stack.indexOf(existingFn);if(pos==-1){throw new Error("Cannot find existingFn")}this._stack.splice(pos,0,newFn)};lunr.Pipeline.prototype.remove=function(fn){var pos=this._stack.indexOf(fn);if(pos==-1){return}this._stack.splice(pos,1)};lunr.Pipeline.prototype.run=function(tokens){var stackLength=this._stack.length;for(var i=0;i1){if(pivotIndexindex){end=pivotPoint}if(pivotIndex==index){break}sliceLength=end-start;pivotPoint=start+Math.floor(sliceLength/2);pivotIndex=this.elements[pivotPoint*2]}if(pivotIndex==index){return pivotPoint*2}if(pivotIndex>index){return pivotPoint*2}if(pivotIndexbVal){j+=2}else if(aVal==bVal){dotProduct+=a[i+1]*b[j+1];i+=2;j+=2}}return dotProduct};lunr.Vector.prototype.similarity=function(otherVector){return this.dot(otherVector)/(this.magnitude()*otherVector.magnitude())};lunr.Vector.prototype.toArray=function(){var output=new Array(this.elements.length/2);for(var i=1,j=0;i0){var char=frame.str.charAt(0),noEditNode;if(char in frame.node.edges){noEditNode=frame.node.edges[char]}else{noEditNode=new lunr.TokenSet;frame.node.edges[char]=noEditNode}if(frame.str.length==1){noEditNode.final=true}else{stack.push({node:noEditNode,editsRemaining:frame.editsRemaining,str:frame.str.slice(1)})}}if(frame.editsRemaining>0&&frame.str.length>1){var char=frame.str.charAt(1),deletionNode;if(char in frame.node.edges){deletionNode=frame.node.edges[char]}else{deletionNode=new lunr.TokenSet;frame.node.edges[char]=deletionNode}if(frame.str.length<=2){deletionNode.final=true}else{stack.push({node:deletionNode,editsRemaining:frame.editsRemaining-1,str:frame.str.slice(2)})}}if(frame.editsRemaining>0&&frame.str.length==1){frame.node.final=true}if(frame.editsRemaining>0&&frame.str.length>=1){if("*"in frame.node.edges){var substitutionNode=frame.node.edges["*"]}else{var substitutionNode=new lunr.TokenSet;frame.node.edges["*"]=substitutionNode}if(frame.str.length==1){substitutionNode.final=true}else{stack.push({node:substitutionNode,editsRemaining:frame.editsRemaining-1,str:frame.str.slice(1)})}}if(frame.editsRemaining>0){if("*"in frame.node.edges){var insertionNode=frame.node.edges["*"]}else{var insertionNode=new lunr.TokenSet;frame.node.edges["*"]=insertionNode}if(frame.str.length==0){insertionNode.final=true}else{stack.push({node:insertionNode,editsRemaining:frame.editsRemaining-1,str:frame.str})}}if(frame.editsRemaining>0&&frame.str.length>1){var charA=frame.str.charAt(0),charB=frame.str.charAt(1),transposeNode;if(charB in frame.node.edges){transposeNode=frame.node.edges[charB]}else{transposeNode=new lunr.TokenSet;frame.node.edges[charB]=transposeNode}if(frame.str.length==1){transposeNode.final=true}else{stack.push({node:transposeNode,editsRemaining:frame.editsRemaining-1,str:charA+frame.str.slice(2)})}}}return root};lunr.TokenSet.fromString=function(str){var node=new lunr.TokenSet,root=node,wildcardFound=false;for(var i=0,len=str.length;i=downTo;i--){var node=this.uncheckedNodes[i],childKey=node.child.toString();if(childKey in this.minimizedNodes){node.parent.edges[node.char]=this.minimizedNodes[childKey]}else{node.child._str=childKey;this.minimizedNodes[childKey]=node.child}this.uncheckedNodes.pop()}};lunr.Index=function(attrs){this.invertedIndex=attrs.invertedIndex;this.fieldVectors=attrs.fieldVectors;this.tokenSet=attrs.tokenSet;this.fields=attrs.fields;this.pipeline=attrs.pipeline};lunr.Index.prototype.search=function(queryString){return this.query((function(query){var parser=new lunr.QueryParser(queryString,query);parser.parse()}))};lunr.Index.prototype.query=function(fn){var query=new lunr.Query(this.fields),matchingFields=Object.create(null),queryVectors=Object.create(null);fn.call(query,query);for(var i=0;i1){this._b=1}else{this._b=number}};lunr.Builder.prototype.k1=function(number){this._k1=number};lunr.Builder.prototype.add=function(doc){var docRef=doc[this._ref];this.documentCount+=1;for(var i=0;i=this.length){return lunr.QueryLexer.EOS}var char=this.str.charAt(this.pos);this.pos+=1;return char};lunr.QueryLexer.prototype.width=function(){return this.pos-this.start};lunr.QueryLexer.prototype.ignore=function(){if(this.start==this.pos){this.pos+=1}this.start=this.pos};lunr.QueryLexer.prototype.backup=function(){this.pos-=1};lunr.QueryLexer.prototype.acceptDigitRun=function(){var char,charCode;do{char=this.next();charCode=char.charCodeAt(0)}while(charCode>47&&charCode<58);if(char!=lunr.QueryLexer.EOS){this.backup()}};lunr.QueryLexer.prototype.more=function(){return this.pos1){lexer.backup();lexer.emit(lunr.QueryLexer.TERM)}lexer.ignore();if(lexer.more()){return lunr.QueryLexer.lexText}};lunr.QueryLexer.lexEditDistance=function(lexer){lexer.ignore();lexer.acceptDigitRun();lexer.emit(lunr.QueryLexer.EDIT_DISTANCE);return lunr.QueryLexer.lexText};lunr.QueryLexer.lexBoost=function(lexer){lexer.ignore();lexer.acceptDigitRun();lexer.emit(lunr.QueryLexer.BOOST);return lunr.QueryLexer.lexText};lunr.QueryLexer.lexEOS=function(lexer){if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}};lunr.QueryLexer.termSeparator=lunr.tokenizer.separator;lunr.QueryLexer.lexText=function(lexer){while(true){var char=lexer.next();if(char==lunr.QueryLexer.EOS){return lunr.QueryLexer.lexEOS}if(char.charCodeAt(0)==92){lexer.escapeCharacter();continue}if(char==":"){return lunr.QueryLexer.lexField}if(char=="~"){lexer.backup();if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}return lunr.QueryLexer.lexEditDistance}if(char=="^"){lexer.backup();if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}return lunr.QueryLexer.lexBoost}if(char.match(lunr.QueryLexer.termSeparator)){return lunr.QueryLexer.lexTerm}}};lunr.QueryParser=function(str,query){this.lexer=new lunr.QueryLexer(str);this.query=query;this.currentClause={};this.lexemeIdx=0};lunr.QueryParser.prototype.parse=function(){this.lexer.run();this.lexemes=this.lexer.lexemes;var state=lunr.QueryParser.parseFieldOrTerm;while(state){state=state(this)}return this.query};lunr.QueryParser.prototype.peekLexeme=function(){return this.lexemes[this.lexemeIdx]};lunr.QueryParser.prototype.consumeLexeme=function(){var lexeme=this.peekLexeme();this.lexemeIdx+=1;return lexeme};lunr.QueryParser.prototype.nextClause=function(){var completedClause=this.currentClause;this.query.clause(completedClause);this.currentClause={}};lunr.QueryParser.parseFieldOrTerm=function(parser){var lexeme=parser.peekLexeme();if(lexeme==undefined){return}switch(lexeme.type){case lunr.QueryLexer.FIELD:return lunr.QueryParser.parseField;case lunr.QueryLexer.TERM:return lunr.QueryParser.parseTerm;default:var errorMessage="expected either a field or a term, found "+lexeme.type;if(lexeme.str.length>=1){errorMessage+=" with value '"+lexeme.str+"'"}throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}};lunr.QueryParser.parseField=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}if(parser.query.allFields.indexOf(lexeme.str)==-1){var possibleFields=parser.query.allFields.map((function(f){return"'"+f+"'"})).join(", "),errorMessage="unrecognised field '"+lexeme.str+"', possible fields: "+possibleFields;throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.fields=[lexeme.str];var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){var errorMessage="expecting term, found nothing";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}switch(nextLexeme.type){case lunr.QueryLexer.TERM:return lunr.QueryParser.parseTerm;default:var errorMessage="expecting term, found '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseTerm=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}parser.currentClause.term=lexeme.str.toLowerCase();if(lexeme.str.indexOf("*")!=-1){parser.currentClause.usePipeline=false}var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseEditDistance=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}var editDistance=parseInt(lexeme.str,10);if(isNaN(editDistance)){var errorMessage="edit distance must be numeric";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.editDistance=editDistance;var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseBoost=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}var boost=parseInt(lexeme.str,10);if(isNaN(boost)){var errorMessage="boost must be numeric";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.boost=boost;var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};(function(root,factory){if(typeof define==="function"&&define.amd){define(factory)}else if(typeof exports==="object"){module.exports=factory()}else{root.lunr=factory()}})(this,(function(){return lunr}))})(); \ No newline at end of file diff --git a/styles/main.css b/styles/main.css new file mode 100644 index 00000000..e69de29b diff --git a/styles/main.js b/styles/main.js new file mode 100644 index 00000000..aeca70d8 --- /dev/null +++ b/styles/main.js @@ -0,0 +1 @@ +// Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information. diff --git a/styles/search-worker.js b/styles/search-worker.js new file mode 100644 index 00000000..60852af4 --- /dev/null +++ b/styles/search-worker.js @@ -0,0 +1,80 @@ +(function () { + importScripts('lunr.min.js'); + + var lunrIndex; + + var stopWords = null; + var searchData = {}; + + lunr.tokenizer.separator = /[\s\-\.\(\)]+/; + + var stopWordsRequest = new XMLHttpRequest(); + stopWordsRequest.open('GET', '../search-stopwords.json'); + stopWordsRequest.onload = function () { + if (this.status != 200) { + return; + } + stopWords = JSON.parse(this.responseText); + buildIndex(); + } + stopWordsRequest.send(); + + var searchDataRequest = new XMLHttpRequest(); + + searchDataRequest.open('GET', '../index.json'); + searchDataRequest.onload = function () { + if (this.status != 200) { + return; + } + searchData = JSON.parse(this.responseText); + + buildIndex(); + + postMessage({ e: 'index-ready' }); + } + searchDataRequest.send(); + + onmessage = function (oEvent) { + var q = oEvent.data.q; + var hits = lunrIndex.search(q); + var results = []; + hits.forEach(function (hit) { + var item = searchData[hit.ref]; + results.push({ 'href': item.href, 'title': item.title, 'keywords': item.keywords }); + }); + postMessage({ e: 'query-ready', q: q, d: results }); + } + + function buildIndex() { + if (stopWords !== null && !isEmpty(searchData)) { + lunrIndex = lunr(function () { + this.pipeline.remove(lunr.stopWordFilter); + this.ref('href'); + this.field('title', { boost: 50 }); + this.field('keywords', { boost: 20 }); + + for (var prop in searchData) { + if (searchData.hasOwnProperty(prop)) { + this.add(searchData[prop]); + } + } + + var docfxStopWordFilter = lunr.generateStopWordFilter(stopWords); + lunr.Pipeline.registerFunction(docfxStopWordFilter, 'docfxStopWordFilter'); + this.pipeline.add(docfxStopWordFilter); + this.searchPipeline.add(docfxStopWordFilter); + }); + } + } + + function isEmpty(obj) { + if(!obj) return true; + + for (var prop in obj) { + if (obj.hasOwnProperty(prop)) + return false; + } + + return true; + } +})(); diff --git a/toc.html b/toc.html new file mode 100644 index 00000000..e52192d9 --- /dev/null +++ b/toc.html @@ -0,0 +1,25 @@ + +
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Oculus.Movement.AnimationRigging + nameWithType: Oculus.Movement.AnimationRigging +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup + name: AnimationRigSetup + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html + commentId: T:Oculus.Movement.AnimationRigging.AnimationRigSetup + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup + nameWithType: AnimationRigSetup +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._animator + name: _animator + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html#Oculus_Movement_AnimationRigging_AnimationRigSetup__animator + commentId: F:Oculus.Movement.AnimationRigging.AnimationRigSetup._animator + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup._animator + nameWithType: AnimationRigSetup._animator +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._checkSkeletalUpdatesByProxy + name: _checkSkeletalUpdatesByProxy + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html#Oculus_Movement_AnimationRigging_AnimationRigSetup__checkSkeletalUpdatesByProxy + commentId: F:Oculus.Movement.AnimationRigging.AnimationRigSetup._checkSkeletalUpdatesByProxy + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup._checkSkeletalUpdatesByProxy + nameWithType: AnimationRigSetup._checkSkeletalUpdatesByProxy +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._ovrSkeletonConstraints + name: _ovrSkeletonConstraints + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html#Oculus_Movement_AnimationRigging_AnimationRigSetup__ovrSkeletonConstraints + commentId: F:Oculus.Movement.AnimationRigging.AnimationRigSetup._ovrSkeletonConstraints + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup._ovrSkeletonConstraints + nameWithType: AnimationRigSetup._ovrSkeletonConstraints +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._rebindAnimator + name: _rebindAnimator + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html#Oculus_Movement_AnimationRigging_AnimationRigSetup__rebindAnimator + commentId: F:Oculus.Movement.AnimationRigging.AnimationRigSetup._rebindAnimator + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup._rebindAnimator + nameWithType: AnimationRigSetup._rebindAnimator +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._reEnableRig + name: _reEnableRig + href: api/Oculus.Movement.AnimationRigging.AnimationRigSetup.html#Oculus_Movement_AnimationRigging_AnimationRigSetup__reEnableRig + commentId: F:Oculus.Movement.AnimationRigging.AnimationRigSetup._reEnableRig + fullName: Oculus.Movement.AnimationRigging.AnimationRigSetup._reEnableRig + nameWithType: AnimationRigSetup._reEnableRig +- uid: Oculus.Movement.AnimationRigging.AnimationRigSetup._retargetingLayer + name: _retargetingLayer + href: 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