C# Class RootMotion.FinalIK.IKSolverFullBodyBiped

Inheritance: RootMotion.FinalIK.IKSolverFullBody
Show file Open project: Alx666/ProjectPhoenix Class Usage Examples

Public Properties

Property Type Description
rootNode UnityEngine.Transform

Public Methods

Method Description
DetectRootNodeBone ( BipedReferences references ) : Transform
GetBendConstraint ( FullBodyBipedChain limb ) : RootMotion.FinalIK.IKConstraintBend

Gets the bend constraint of a limb.

GetChain ( FullBodyBipedChain c ) : FBIKChain

Gets the chain of a limb.

GetChain ( FullBodyBipedEffector effector ) : FBIKChain

Gets the chain of the specified effector.

GetEffector ( FullBodyBipedEffector effector ) : RootMotion.FinalIK.IKEffector

Gets the effector of type.

GetEndEffector ( FullBodyBipedChain c ) : RootMotion.FinalIK.IKEffector

Gets the effector of type.

GetHeadMapping ( ) : RootMotion.FinalIK.IKMappingBone

Gets the head mapping.

GetLimbMapping ( FullBodyBipedChain chain ) : IKMappingLimb

Gets the limb mapping for the limb.

GetLimbMapping ( FullBodyBipedEffector effector ) : IKMappingLimb

Gets the limb mapping for the effector type.

GetSpineMapping ( ) : IKMappingSpine

Gets the spine mapping.

IsValid ( bool log ) : bool
SetChainWeights ( FullBodyBipedChain c, float pull, float reach = 0f ) : void

Sets chain weights for the specified chain.

SetEffectorWeights ( FullBodyBipedEffector effector, float positionWeight, float rotationWeight ) : void

Sets effector weights for the specified effector.

SetLimbOrientations ( BipedLimbOrientations o ) : void

Sets the bend directions of the limbs to the local axes specified by BipedLimbOrientations.

SetToReferences ( BipedReferences references, Transform rootNode = null ) : void

Sets up the solver to BipedReferences and reinitiates (if in runtime).

Protected Methods

Method Description
ApplyBendConstraints ( ) : void
ReadPose ( ) : void
WritePose ( ) : void

Private Methods

Method Description
Contains ( Transform array, Transform transform ) : bool
GetBodyOffset ( ) : Vector3
GetHandBodyPull ( RootMotion.FinalIK.IKEffector effector, FBIKChain arm, Vector3 offset ) : Vector3
GetLeftClavicle ( BipedReferences references ) : Transform
GetRightClavicle ( BipedReferences references ) : Transform
PullBody ( ) : void
SetLimbOrientation ( FullBodyBipedChain chain, BipedLimbOrientations limbOrientation ) : void

Method Details

ApplyBendConstraints() protected method

protected ApplyBendConstraints ( ) : void
return void

DetectRootNodeBone() public static method

public static DetectRootNodeBone ( BipedReferences references ) : Transform
references BipedReferences
return UnityEngine.Transform

GetBendConstraint() public method

Gets the bend constraint of a limb.
public GetBendConstraint ( FullBodyBipedChain limb ) : RootMotion.FinalIK.IKConstraintBend
limb FullBodyBipedChain
return RootMotion.FinalIK.IKConstraintBend

GetChain() public method

Gets the chain of a limb.
public GetChain ( FullBodyBipedChain c ) : FBIKChain
c FullBodyBipedChain
return FBIKChain

GetChain() public method

Gets the chain of the specified effector.
public GetChain ( FullBodyBipedEffector effector ) : FBIKChain
effector FullBodyBipedEffector
return FBIKChain

GetEffector() public method

Gets the effector of type.
public GetEffector ( FullBodyBipedEffector effector ) : RootMotion.FinalIK.IKEffector
effector FullBodyBipedEffector
return RootMotion.FinalIK.IKEffector

GetEndEffector() public method

Gets the effector of type.
public GetEndEffector ( FullBodyBipedChain c ) : RootMotion.FinalIK.IKEffector
c FullBodyBipedChain
return RootMotion.FinalIK.IKEffector

GetHeadMapping() public method

Gets the head mapping.
public GetHeadMapping ( ) : RootMotion.FinalIK.IKMappingBone
return RootMotion.FinalIK.IKMappingBone

GetLimbMapping() public method

Gets the limb mapping for the limb.
public GetLimbMapping ( FullBodyBipedChain chain ) : IKMappingLimb
chain FullBodyBipedChain
return IKMappingLimb

GetLimbMapping() public method

Gets the limb mapping for the effector type.
public GetLimbMapping ( FullBodyBipedEffector effector ) : IKMappingLimb
effector FullBodyBipedEffector
return IKMappingLimb

GetSpineMapping() public method

Gets the spine mapping.
public GetSpineMapping ( ) : IKMappingSpine
return IKMappingSpine

IsValid() public method

public IsValid ( bool log ) : bool
log bool
return bool

ReadPose() protected method

protected ReadPose ( ) : void
return void

SetChainWeights() public method

Sets chain weights for the specified chain.
public SetChainWeights ( FullBodyBipedChain c, float pull, float reach = 0f ) : void
c FullBodyBipedChain
pull float
reach float
return void

SetEffectorWeights() public method

Sets effector weights for the specified effector.
public SetEffectorWeights ( FullBodyBipedEffector effector, float positionWeight, float rotationWeight ) : void
effector FullBodyBipedEffector
positionWeight float
rotationWeight float
return void

SetLimbOrientations() public method

Sets the bend directions of the limbs to the local axes specified by BipedLimbOrientations.
public SetLimbOrientations ( BipedLimbOrientations o ) : void
o BipedLimbOrientations
return void

SetToReferences() public method

Sets up the solver to BipedReferences and reinitiates (if in runtime).
public SetToReferences ( BipedReferences references, Transform rootNode = null ) : void
references BipedReferences Biped references.
rootNode UnityEngine.Transform Root node (optional). if null, will try to detect the root node bone automatically.
return void

WritePose() protected method

protected WritePose ( ) : void
return void

Property Details

rootNode public property

The central root node (body).
public Transform,UnityEngine rootNode
return UnityEngine.Transform