C# Class SA.FullBodyIK

Show file Open project: Stereoarts/SAFullBodyIK Class Usage Examples

Public Properties

Property Type Description
bodyBones BodyBones
bodyEffectors BodyEffectors
editorSettings EditorSettings
headBones HeadBones
headEffectors HeadEffectors
leftArmBones ArmBones
leftArmEffectors ArmEffectors
leftHandFingersBones FingersBones
leftHandFingersEffectors FingersEffectors
leftLegBones LegBones
leftLegEffectors LegEffectors
rightArmBones ArmBones
rightArmEffectors ArmEffectors
rightHandFingersBones FingersBones
rightHandFingersEffectors FingersEffectors
rightLegBones LegBones
rightLegEffectors LegEffectors
rootEffector Effector
rootTransform Transform
settings Settings

Public Methods

Method Description
Awake ( Transform rootTransorm_ ) : void
CleanupBoneTransforms ( ) : void
ComputeCosTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
ComputeCosTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
ComputeSinTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
ComputeSinTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
ConfigureBoneTransforms ( ) : void
Destroy ( ) : void
DrawGizmos ( ) : void
GetEffectorName ( EffectorLocation effectorLocation ) : string
Inverse ( Quaternion q ) : Quaternion
IsFuzzy ( Vector3 lhs, Vector3 rhs, float epsilon = IKEpsilon ) : bool
IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool
IsFuzzyIdentity ( Quaternion q ) : bool
IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool
Normalize ( Quaternion q ) : Quaternion
Prefix ( Transform rootTransform_ ) : void
Prepare ( ) : bool
SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, Vector3 &dir, _DirectionAs directionAs ) : bool
SafeNormalize ( Quaternion &q ) : bool
Scale ( Vector3 lhs, Vector3 rhs ) : Vector3
ToBoneSide ( BoneLocation boneLocation ) : Side
ToBoneType ( BoneLocation boneLocation ) : BoneType
ToEffectorSide ( EffectorLocation effectorLocation ) : Side
ToEffectorType ( EffectorLocation effectorLocation ) : EffectorType
ToFingerIndex ( BoneLocation boneLocation ) : int
ToFingerType ( BoneLocation boneLocation ) : FingerType
ToFingerType ( EffectorLocation effectorLocation ) : FingerType
ToLimbIKSide ( LimbIKLocation limbIKLocation ) : Side
ToLimbIKType ( LimbIKLocation limbIKLocation ) : LimbIKType
Update ( ) : void
_Bones_PrepareUpdate ( ) : void
_Bones_SyncDisplacement ( ) : void
_Bones_WriteToTransform ( ) : void
_ComputeBaseHipsTransform ( ) : void
_ConfigureRollBones ( Bone bones, List tempBones, Transform transform, Transform excludeTransform, Side side, bool isArm ) : void
_DrawBoneGizmo ( Bone bone, Vector3 &cameraForward ) : void
_FastLerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
_FitToPlane ( Vector3 pos, Vector3 planeDir ) : Vector3
_FitToPlaneDir ( Vector3 &dir, Vector3 planeDir ) : bool
_IsHiddenCustomEyes ( ) : bool
_IsNear ( Vector3 &lhs, Vector3 &rhs ) : bool
_LerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
_LimitFingerNotThumb ( bool isRight, Vector3 &dir, FastAngle &limitYPlus, FastAngle &limitYMinus, FastAngle &limitZ ) : bool
_LimitToPlaneDirY ( Vector3 &dir, Vector3 planeDir, float thetaY ) : bool
_LimitXY ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool
_LimitXY_Square ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool
_LimitXZ ( Vector3 &dir, float limiXMinus, float limiXPlus, float limiZMinus, float limiZPlus ) : bool
_LimitXZ_Square ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitZMinus, float limitZPlus ) : bool
_LimitYZ ( bool isRight, Vector3 &dir, float limitYMinus, float limitYPlus, float limitZMinus, float limitZPlus ) : bool
_LimitYZ_Square ( bool isRight, Vector3 &dir, float limitYMinus, float limitYPlus, float limitZMinus, float limitZPlus ) : bool
_NormalizedTranslate ( Vector3 &dir, Vector3 &fr, Vector3 &to ) : bool
_Prefix ( ) : void
_Prefix ( Bone &bone, BoneLocation boneLocation, Bone parentBoneLocationBased ) : void
_Prefix ( Effector &effector, EffectorLocation effectorLocation ) : void
_Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bones ) : void
_Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bone, Bone leftBone = null, Bone rightBone = null ) : void
_PrepareCustomEyes ( Quaternion &headToLeftEyeRotation, Quaternion &headToRightEyeRotation ) : bool
_ResetCustomEyes ( ) : void
_Rotate ( Vector3 &dirX, Vector3 &dirY, FastAngle &angle ) : Vector3
_Rotate ( Vector3 &dirX, Vector3 &dirY, float r ) : Vector3
_Rotate ( Vector3 &dirX, Vector3 &dirY, float cosR, float sinR ) : Vector3
_SolveCustomEyes ( Matrix3x3 &neckBasis, Matrix3x3 &headBasis, Matrix3x3 &headBaseBasis ) : void
_UpdateInternalValues ( ) : void

Private Methods

Method Description
SAFBIKAcos ( float cos ) : float
SAFBIKAsin ( float sin ) : float
SAFBIKComputeBasisFromXYLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY ) : bool
SAFBIKComputeBasisFromXYLockY ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY ) : bool
SAFBIKComputeBasisFromXZLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromXZLockZ ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromYZLockY ( Matrix3x3 &basis, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromYZLockZ ( Matrix3x3 &basis, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockY ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockZ ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKCos ( float a ) : float
SAFBIKCosSin ( float &cos, float &sin, float a ) : void
SAFBIKMatFastLerp ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs, float rate ) : void
SAFBIKMatFastLerpToIdentity ( Matrix3x3 &m, float rate ) : void
SAFBIKMatGetRot ( Quaternion &quat, Matrix3x3 &mat ) : void
SAFBIKMatMult ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol0 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol1 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol2 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultGetRot ( Quaternion &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultInv0 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultInv1 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultRet0 ( Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultVec ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec ) : void
SAFBIKMatMultVecAdd ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &addVec ) : void
SAFBIKMatMultVecInv ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec ) : void
SAFBIKMatMultVecPreSub ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &subVec ) : void
SAFBIKMatMultVecPreSubAdd ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &subVec, Vector3 &addVec ) : void
SAFBIKMatSetAxisAngle ( Matrix3x3 &mat, Vector3 &axis, float angle ) : void
SAFBIKMatSetRot ( Matrix3x3 &mat, Quaternion &quat ) : void
SAFBIKMatSetRotMult ( Matrix3x3 &ret, Quaternion &lhs, Quaternion &rhs ) : void
SAFBIKMatSetRotMultInv1 ( Matrix3x3 &ret, Quaternion &lhs, Quaternion &rhs ) : void
SAFBIKQuatMult ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMult3 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMult3Inv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMult3Inv1 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultInv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMultNorm ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMultNorm3 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNorm3Inv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNorm3Inv1 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNormInv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKSin ( float a ) : float
SAFBIKSqrt ( float a ) : float
SAFBIKSqrtClamp01 ( float a ) : float
SAFBIKTan ( float a ) : float
SAFBIKVecCross ( Vector3 &ret, Vector3 &lhs, Vector3 &rhs ) : void
SAFBIKVecLength ( Vector3 &v ) : float
SAFBIKVecLength2 ( Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecLengthAndLengthSq ( float &lengthSq, Vector3 &v ) : float
SAFBIKVecLengthAndLengthSq2 ( float &lengthSq, Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecLengthSq2 ( Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecNormalize ( Vector3 &v ) : bool
SAFBIKVecNormalize2 ( Vector3 &v0, Vector3 &v1 ) : bool
SAFBIKVecNormalize3 ( Vector3 &v0, Vector3 &v1, Vector3 &v2 ) : bool
SAFBIKVecNormalize4 ( Vector3 &v0, Vector3 &v1, Vector3 &v2, Vector3 &v3 ) : bool
SAFBIKVecNormalizeXZ ( Vector3 &v ) : bool
SAFBIKVecNormalizeYZ ( Vector3 &v ) : bool
_ComputeThetaAxis ( Vector3 &origPos, Vector3 &fromPos, Vector3 &toPos, float &theta, Vector3 &axis ) : bool
_ComputeThetaAxis ( Vector3 &dirFrom, Vector3 &dirTo, float &theta, Vector3 &axis ) : bool
_DrawArrowGizmo ( Color color, Vector3 &position, Vector3 &direction, Vector3 &cameraForward, BoneType boneType ) : void
_DrawBoneGizmo ( Vector3 fromPosition, Vector3 toPosition, Matrix3x3 &basis, Vector3 &cameraForward, BoneType boneType ) : void
_DrawEffectorGizmo ( Effector effector ) : void
_DrawTransformGizmo ( Vector3 position, Matrix3x3 &basis, Vector3 &cameraForward, BoneType boneType ) : void
_FindEye ( Transform head, bool isRight ) : Transform
_IsNeck ( Transform trn ) : bool
_IsSpine ( Transform trn ) : bool
_LerpRotateBasis ( Matrix3x3 &basis, Vector3 &axis, float cos, float rate ) : void
_SetBoneTransform ( Bone &bone, Transform transform ) : void
_SetFingerBoneTransform ( Bone &bones, Transform transforms, int index ) : void

Method Details

Awake() public method

public Awake ( Transform rootTransorm_ ) : void
rootTransorm_ UnityEngine.Transform
return void

CleanupBoneTransforms() public method

public CleanupBoneTransforms ( ) : void
return void

ComputeCosTheta() public static method

public static ComputeCosTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
lenA FastLength
lenB FastLength
lenC FastLength
return float

ComputeCosTheta() public static method

public static ComputeCosTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
lenASq float
lenBSq float
lenCSq float
lenB float
lenC float
return float

ComputeSinTheta() public static method

public static ComputeSinTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
lenA FastLength
lenB FastLength
lenC FastLength
return float

ComputeSinTheta() public static method

public static ComputeSinTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
lenASq float
lenBSq float
lenCSq float
lenB float
lenC float
return float

ConfigureBoneTransforms() public method

public ConfigureBoneTransforms ( ) : void
return void

Destroy() public method

public Destroy ( ) : void
return void

DrawGizmos() public method

public DrawGizmos ( ) : void
return void

GetEffectorName() public static method

public static GetEffectorName ( EffectorLocation effectorLocation ) : string
effectorLocation EffectorLocation
return string

Inverse() public static method

public static Inverse ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
return UnityEngine.Quaternion

IsFuzzy() public static method

public static IsFuzzy ( Vector3 lhs, Vector3 rhs, float epsilon = IKEpsilon ) : bool
lhs UnityEngine.Vector3
rhs UnityEngine.Vector3
epsilon float
return bool

IsFuzzy() public static method

public static IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool
lhs float
rhs float
epsilon float
return bool

IsFuzzyIdentity() public static method

public static IsFuzzyIdentity ( Quaternion q ) : bool
q UnityEngine.Quaternion
return bool

IsHandFingerEffectors() public static method

public static IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool
effectorLocation EffectorLocation
return bool

Normalize() public static method

public static Normalize ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
return UnityEngine.Quaternion

Prefix() public method

public Prefix ( Transform rootTransform_ ) : void
rootTransform_ UnityEngine.Transform
return void

Prepare() public method

public Prepare ( ) : bool
return bool

SAFBIKComputeBasisFrom() public static method

public static SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, Vector3 &dir, _DirectionAs directionAs ) : bool
basis Matrix3x3
rootBasis Matrix3x3
dir UnityEngine.Vector3
directionAs _DirectionAs
return bool

SafeNormalize() public static method

public static SafeNormalize ( Quaternion &q ) : bool
q Quaternion
return bool

Scale() public static method

public static Scale ( Vector3 lhs, Vector3 rhs ) : Vector3
lhs Vector3
rhs Vector3
return Vector3

ToBoneSide() public static method

public static ToBoneSide ( BoneLocation boneLocation ) : Side
boneLocation BoneLocation
return Side

ToBoneType() public static method

public static ToBoneType ( BoneLocation boneLocation ) : BoneType
boneLocation BoneLocation
return BoneType

ToEffectorSide() public static method

public static ToEffectorSide ( EffectorLocation effectorLocation ) : Side
effectorLocation EffectorLocation
return Side

ToEffectorType() public static method

public static ToEffectorType ( EffectorLocation effectorLocation ) : EffectorType
effectorLocation EffectorLocation
return EffectorType

ToFingerIndex() public static method

public static ToFingerIndex ( BoneLocation boneLocation ) : int
boneLocation BoneLocation
return int

ToFingerType() public static method

public static ToFingerType ( BoneLocation boneLocation ) : FingerType
boneLocation BoneLocation
return FingerType

ToFingerType() public static method

public static ToFingerType ( EffectorLocation effectorLocation ) : FingerType
effectorLocation EffectorLocation
return FingerType

ToLimbIKSide() public static method

public static ToLimbIKSide ( LimbIKLocation limbIKLocation ) : Side
limbIKLocation LimbIKLocation
return Side

ToLimbIKType() public static method

public static ToLimbIKType ( LimbIKLocation limbIKLocation ) : LimbIKType
limbIKLocation LimbIKLocation
return LimbIKType

Update() public method

public Update ( ) : void
return void

_Bones_PrepareUpdate() public method

public _Bones_PrepareUpdate ( ) : void
return void

_Bones_SyncDisplacement() public method

public _Bones_SyncDisplacement ( ) : void
return void

_Bones_WriteToTransform() public method

public _Bones_WriteToTransform ( ) : void
return void

_ComputeBaseHipsTransform() public method

public _ComputeBaseHipsTransform ( ) : void
return void

_ConfigureRollBones() public method

public _ConfigureRollBones ( Bone bones, List tempBones, Transform transform, Transform excludeTransform, Side side, bool isArm ) : void
bones Bone
tempBones List
transform Transform
excludeTransform Transform
side Side
isArm bool
return void

_DrawBoneGizmo() public method

public _DrawBoneGizmo ( Bone bone, Vector3 &cameraForward ) : void
bone Bone
cameraForward Vector3
return void

_FastLerpDir() public static method

public static _FastLerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
src Vector3
dst Vector3
r float
return Vector3

_FitToPlane() public static method

public static _FitToPlane ( Vector3 pos, Vector3 planeDir ) : Vector3
pos Vector3
planeDir Vector3
return Vector3

_FitToPlaneDir() public static method

public static _FitToPlaneDir ( Vector3 &dir, Vector3 planeDir ) : bool
dir Vector3
planeDir Vector3
return bool

_IsHiddenCustomEyes() public method

public _IsHiddenCustomEyes ( ) : bool
return bool

_IsNear() public static method

public static _IsNear ( Vector3 &lhs, Vector3 &rhs ) : bool
lhs Vector3
rhs Vector3
return bool

_LerpDir() public static method

public static _LerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
src Vector3
dst Vector3
r float
return Vector3

_LimitFingerNotThumb() public static method

public static _LimitFingerNotThumb ( bool isRight, Vector3 &dir, FastAngle &limitYPlus, FastAngle &limitYMinus, FastAngle &limitZ ) : bool
isRight bool
dir Vector3
limitYPlus FastAngle
limitYMinus FastAngle
limitZ FastAngle
return bool

_LimitToPlaneDirY() public static method

public static _LimitToPlaneDirY ( Vector3 &dir, Vector3 planeDir, float thetaY ) : bool
dir Vector3
planeDir Vector3
thetaY float
return bool

_LimitXY() public static method

public static _LimitXY ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool
dir Vector3
limitXMinus float
limitXPlus float
limitYMinus float
limitYPlus float
return bool

_LimitXY_Square() public static method

public static _LimitXY_Square ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool
dir Vector3
limitXMinus float
limitXPlus float
limitYMinus float
limitYPlus float
return bool

_LimitXZ() public static method

public static _LimitXZ ( Vector3 &dir, float limiXMinus, float limiXPlus, float limiZMinus, float limiZPlus ) : bool
dir Vector3
limiXMinus float
limiXPlus float
limiZMinus float
limiZPlus float
return bool

_LimitXZ_Square() public static method

public static _LimitXZ_Square ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitZMinus, float limitZPlus ) : bool
dir Vector3
limitXMinus float
limitXPlus float
limitZMinus float
limitZPlus float
return bool

_LimitYZ() public static method

public static _LimitYZ ( bool isRight, Vector3 &dir, float limitYMinus, float limitYPlus, float limitZMinus, float limitZPlus ) : bool
isRight bool
dir Vector3
limitYMinus float
limitYPlus float
limitZMinus float
limitZPlus float
return bool

_LimitYZ_Square() public static method

public static _LimitYZ_Square ( bool isRight, Vector3 &dir, float limitYMinus, float limitYPlus, float limitZMinus, float limitZPlus ) : bool
isRight bool
dir Vector3
limitYMinus float
limitYPlus float
limitZMinus float
limitZPlus float
return bool

_NormalizedTranslate() public static method

public static _NormalizedTranslate ( Vector3 &dir, Vector3 &fr, Vector3 &to ) : bool
dir Vector3
fr Vector3
to Vector3
return bool

_Prefix() public method

public _Prefix ( ) : void
return void

_Prefix() public method

public _Prefix ( Bone &bone, BoneLocation boneLocation, Bone parentBoneLocationBased ) : void
bone Bone
boneLocation BoneLocation
parentBoneLocationBased Bone
return void

_Prefix() public method

public _Prefix ( Effector &effector, EffectorLocation effectorLocation ) : void
effector Effector
effectorLocation EffectorLocation
return void

_Prefix() public method

public _Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bones ) : void
effector Effector
effectorLocation EffectorLocation
parentEffector Effector
bones Bone
return void

_Prefix() public method

public _Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bone, Bone leftBone = null, Bone rightBone = null ) : void
effector Effector
effectorLocation EffectorLocation
parentEffector Effector
bone Bone
leftBone Bone
rightBone Bone
return void

_PrepareCustomEyes() public method

public _PrepareCustomEyes ( Quaternion &headToLeftEyeRotation, Quaternion &headToRightEyeRotation ) : bool
headToLeftEyeRotation Quaternion
headToRightEyeRotation Quaternion
return bool

_ResetCustomEyes() public method

public _ResetCustomEyes ( ) : void
return void

_Rotate() public static method

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, FastAngle &angle ) : Vector3
dirX Vector3
dirY Vector3
angle FastAngle
return Vector3

_Rotate() public static method

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float r ) : Vector3
dirX Vector3
dirY Vector3
r float
return Vector3

_Rotate() public static method

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float cosR, float sinR ) : Vector3
dirX Vector3
dirY Vector3
cosR float
sinR float
return Vector3

_SolveCustomEyes() public method

public _SolveCustomEyes ( Matrix3x3 &neckBasis, Matrix3x3 &headBasis, Matrix3x3 &headBaseBasis ) : void
neckBasis Matrix3x3
headBasis Matrix3x3
headBaseBasis Matrix3x3
return void

_UpdateInternalValues() public method

public _UpdateInternalValues ( ) : void
return void

Property Details

bodyBones public property

public BodyBones bodyBones
return BodyBones

bodyEffectors public property

public BodyEffectors bodyEffectors
return BodyEffectors

editorSettings public property

public EditorSettings editorSettings
return EditorSettings

headBones public property

public HeadBones headBones
return HeadBones

headEffectors public property

public HeadEffectors headEffectors
return HeadEffectors

leftArmBones public property

public ArmBones leftArmBones
return ArmBones

leftArmEffectors public property

public ArmEffectors leftArmEffectors
return ArmEffectors

leftHandFingersBones public property

public FingersBones leftHandFingersBones
return FingersBones

leftHandFingersEffectors public property

public FingersEffectors leftHandFingersEffectors
return FingersEffectors

leftLegBones public property

public LegBones leftLegBones
return LegBones

leftLegEffectors public property

public LegEffectors leftLegEffectors
return LegEffectors

rightArmBones public property

public ArmBones rightArmBones
return ArmBones

rightArmEffectors public property

public ArmEffectors rightArmEffectors
return ArmEffectors

rightHandFingersBones public property

public FingersBones rightHandFingersBones
return FingersBones

rightHandFingersEffectors public property

public FingersEffectors rightHandFingersEffectors
return FingersEffectors

rightLegBones public property

public LegBones rightLegBones
return LegBones

rightLegEffectors public property

public LegEffectors rightLegEffectors
return LegEffectors

rootEffector public property

public Effector rootEffector
return Effector

rootTransform public property

public Transform rootTransform
return Transform

settings public property

public Settings settings
return Settings