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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								using System;
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								using System.Collections;
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								using UnityEngine;
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								using Valve.VR;
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								using System.Linq;
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								namespace Valve.VR
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								{
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								    public class SteamVR_Skeleton_Pose : ScriptableObject
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								    {
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								        public SteamVR_Skeleton_Pose_Hand leftHand = new SteamVR_Skeleton_Pose_Hand(SteamVR_Input_Sources.LeftHand);
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								        public SteamVR_Skeleton_Pose_Hand rightHand = new SteamVR_Skeleton_Pose_Hand(SteamVR_Input_Sources.RightHand);
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								        protected const int leftHandInputSource = (int)SteamVR_Input_Sources.LeftHand;
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								        protected const int rightHandInputSource = (int)SteamVR_Input_Sources.RightHand;
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								        public bool applyToSkeletonRoot = true;
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								        public SteamVR_Skeleton_Pose_Hand GetHand(int hand)
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								        {
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								            if (hand == leftHandInputSource)
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								                return leftHand;
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								            else if (hand == rightHandInputSource)
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								                return rightHand;
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								            return null;
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								        }
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								        public SteamVR_Skeleton_Pose_Hand GetHand(SteamVR_Input_Sources hand)
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								        {
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								            if (hand == SteamVR_Input_Sources.LeftHand)
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								                return leftHand;
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								            else if (hand == SteamVR_Input_Sources.RightHand)
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								                return rightHand;
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								            return null;
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								        }
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								    }
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								    [Serializable]
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								    public class SteamVR_Skeleton_Pose_Hand
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								    {
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								        public SteamVR_Input_Sources inputSource;
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								        public SteamVR_Skeleton_FingerExtensionTypes thumbFingerMovementType = SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        public SteamVR_Skeleton_FingerExtensionTypes indexFingerMovementType = SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        public SteamVR_Skeleton_FingerExtensionTypes middleFingerMovementType = SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        public SteamVR_Skeleton_FingerExtensionTypes ringFingerMovementType = SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        public SteamVR_Skeleton_FingerExtensionTypes pinkyFingerMovementType = SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        /// <summary>
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								        /// Get extension type for a particular finger. Thumb is 0, Index is 1, etc.
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								        /// </summary>
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								        public SteamVR_Skeleton_FingerExtensionTypes GetFingerExtensionType(int finger)
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								        {
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								            if (finger == 0)
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								                return thumbFingerMovementType;
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								            if (finger == 1)
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								                return indexFingerMovementType;
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								            if (finger == 2)
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								                return middleFingerMovementType;
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								            if (finger == 3)
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								                return ringFingerMovementType;
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								            if (finger == 4)
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								                return pinkyFingerMovementType;
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								            //default to static
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								            Debug.LogWarning("Finger not in range!");
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								            return SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        }
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								        public bool ignoreRootPoseData = true;
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								        public bool ignoreWristPoseData = true;
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								        public Vector3 position;
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								        public Quaternion rotation;
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								        public Vector3[] bonePositions;
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								        public Quaternion[] boneRotations;
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								        public SteamVR_Skeleton_Pose_Hand(SteamVR_Input_Sources source)
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								        {
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								            inputSource = source;
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								        }
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								        public SteamVR_Skeleton_FingerExtensionTypes GetMovementTypeForBone(int boneIndex)
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								        {
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								            int fingerIndex = SteamVR_Skeleton_JointIndexes.GetFingerForBone(boneIndex);
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								            switch (fingerIndex)
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								            {
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								                case SteamVR_Skeleton_FingerIndexes.thumb:
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								                    return thumbFingerMovementType;
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								                case SteamVR_Skeleton_FingerIndexes.index:
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								                    return indexFingerMovementType;
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								                case SteamVR_Skeleton_FingerIndexes.middle:
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								                    return middleFingerMovementType;
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								                case SteamVR_Skeleton_FingerIndexes.ring:
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								                    return ringFingerMovementType;
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								                case SteamVR_Skeleton_FingerIndexes.pinky:
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								                    return pinkyFingerMovementType;
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								            }
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								            return SteamVR_Skeleton_FingerExtensionTypes.Static;
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								        }
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								    }
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								    public enum SteamVR_Skeleton_FingerExtensionTypes
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								    {
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								        Static,
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								        Free,
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								        Extend,
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								        Contract,
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								    }
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								    public class SteamVR_Skeleton_FingerExtensionTypeLists
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								    {
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								        private SteamVR_Skeleton_FingerExtensionTypes[] _enumList;
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								        public SteamVR_Skeleton_FingerExtensionTypes[] enumList
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								        {
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								            get
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								            {
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								                if (_enumList == null)
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								                    _enumList = (SteamVR_Skeleton_FingerExtensionTypes[])System.Enum.GetValues(typeof(SteamVR_Skeleton_FingerExtensionTypes));
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								                return _enumList;
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								            }
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								        }
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								        private string[] _stringList;
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								        public string[] stringList
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								        {
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								            get
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								            {
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								 | 
							
							
								                if (_stringList == null)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    _stringList = enumList.Select(element => element.ToString()).ToArray();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                return _stringList;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |