using UnityEngine; namespace NAK.AlternateIKSystem.VRIKHelpers; public struct VRIKCalibrationData { public Vector3 KneeNormalLeft; public Vector3 KneeNormalRight; public Vector3 InitialFootPosLeft; public Vector3 InitialFootPosRight; public Quaternion InitialFootRotLeft; public Quaternion InitialFootRotRight; public float InitialHeadHeight; public float InitialFootDistance; public float InitialStepThreshold; public float InitialStepHeight; public void Clear() { KneeNormalLeft = Vector3.zero; KneeNormalRight = Vector3.zero; InitialFootPosLeft = Vector3.zero; InitialFootPosRight = Vector3.zero; InitialFootRotLeft = Quaternion.identity; InitialFootRotRight = Quaternion.identity; InitialHeadHeight = 0f; InitialFootDistance = 0f; InitialStepThreshold = 0f; InitialStepHeight = 0f; } }