Tanoda
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Time-step independent exponential smoothing. More...
Public Member Functions | |
void | SetBlend (float blend, float deltaTime=1f) |
Quaternion | Update (Quaternion input, float deltaTime=1f) |
Public Attributes | |
Quaternion | value = Quaternion.identity |
float | delay = 0f |
bool | reset = true |
Time-step independent exponential smoothing.
When moving at a constant speed: speed * delay = Value - ExponentialSmoothing.value.
Definition at line 19 of file SmoothedQuaternion.cs.
void Leap.Unity.SmoothedQuaternion.SetBlend | ( | float | blend, |
float | deltaTime = 1f |
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) |
Definition at line 24 of file SmoothedQuaternion.cs.
Quaternion Leap.Unity.SmoothedQuaternion.Update | ( | Quaternion | input, |
float | deltaTime = 1f |
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) |
Definition at line 28 of file SmoothedQuaternion.cs.
float Leap.Unity.SmoothedQuaternion.delay = 0f |
Definition at line 21 of file SmoothedQuaternion.cs.
bool Leap.Unity.SmoothedQuaternion.reset = true |
Definition at line 22 of file SmoothedQuaternion.cs.
Quaternion Leap.Unity.SmoothedQuaternion.value = Quaternion.identity |
Definition at line 20 of file SmoothedQuaternion.cs.