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v1.0.0 Release - Introducing TrueHand #4
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…cture for the TrueHand + KinematicHand
…i think i see the end tho - adding more RBs
…gh hands, and is unstable - so onto the next strategy
…rrently trying to integrate dynamic/kinematic RB for the wrists, all bones connect to dynamic RB, then a spring joint from dyn => kin
…ting more to building hands outside of react
…and smoother, problem now is the impulse joints are have much more 'string' than before. Need to fix
… of react, frame rate is consistently 85-90. However, more parts to iron out. todo in Newton Class
…sity in an attempt to improve realism. Almost ready to merge with main
…nges without breaking the current version
…nsors have been added
…ers can only rotate over x-axis. Fingers now stay intact on collision
…ts unvalid due to new hand implmentation
…s, and refactored TrueHandClass
…d reconfigured newtonxr eslint script
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Major Changes
PhysHand
has been replaced byTrueHand
.PhysHand
was removed as well as any underlying components and hooks that wassolely utilized by PhysHand.
The decision to replace
PhysHand
withTrueHand
was driven by performanceconsiderations.
PhysHand
was structured to have 24 bones, each being a its ownchild
RigidBody
component. This was not the most efficient approach. Toaddress this,
TrueHand
is built and updated outside of React, then synced withReact. This approach significantly improves performance by significantly
reducing the overhead within React.
With the Addition addition of
TrueHand
, newtonxr will now be focused oncreating the best hand physics possible. It is still early, but it will
continuously get better and better. Making it impertive that you can easily
integrate newtonxr into your project.
Note:
changesets
gets properly integrated