C# Class SA.FullBodyIK.BodyIK.SolverInternal

Show file Open project: Stereoarts/SAFullBodyIK

Public Properties

Property Type Description
_armBones Bone[]
_armEffectors Effector[]
_centerArmPos UnityEngine.Vector3
_centerLegBasis Matrix3x3
_centerLegBoneBasisInv Matrix3x3
_centerLegPos UnityEngine.Vector3
_headEffector Effector
_limbIK LimbIK[]
_neckEffector Effector
_shouderLocalAxisYInv bool[]
_shoulderBones Bone[]
_solverCaches SolverCaches
_spineBones Bone[]
_spineUBasis Matrix3x3
_spineUBoneLocalAxisBasisInv Matrix3x3
_wristEffectors Effector[]
armPos UnityEngine.Vector3[]
arms Limb
headEnabled bool
headPos UnityEngine.Vector3
internalValues InternalValues
legPos UnityEngine.Vector3[]
legs Limb
nearArmPos UnityEngine.Vector3[]
neckPos UnityEngine.Vector3
origAxis UnityEngine.Vector3[]
origFeedbackRate float[]
origTheta float[]
origToBeginDir UnityEngine.Vector3[]
origToTargetBeginDir UnityEngine.Vector3[]
origTranslate UnityEngine.Vector3[]
settings Settings
shoulderPos UnityEngine.Vector3[]
spinePos UnityEngine.Vector3[]
targetCenterArmDir UnityEngine.Vector3
targetCenterArmEnabled bool
targetCenterArmPos UnityEngine.Vector3

Public Methods

Method Description
Backup ( ) : void
LowerRotation ( int origIndex, Matrix3x3 &origBasis, bool bodyRotation ) : void
LowerRotation ( int origIndex, Quaternion &origRotation, bool bodyRotation ) : void
LowerTranslateBeginOnly ( Vector3 &origTranslate ) : void
PrepareLowerRotation ( int origIndex ) : bool
PrepareLowerTranslate ( ) : bool
Restore ( ) : void
SetDirtyVariables ( ) : void
SetSolveFeedbackRate ( float feedbackRate ) : void
SetSolveFeedbackRate ( int i, float feedbackRate ) : void
ShoulderResolve ( ) : bool
SolveLowerRotation ( int origIndex, Quaternion &origRotation ) : bool
SolveLowerTranslate ( Vector3 &translate ) : bool
SolveShoulderToArmInternal ( int i, Vector3 &destArmPos ) : void
SolverInternal ( ) : UnityEngine
Translate ( Vector3 &origTranslate ) : void
UpperRotation ( int origIndex, Matrix3x3 &origBasis ) : void
UpperSolve ( ) : bool
_LimbTranslateBeginOnly ( Limb limb, Vector3 &origTranslate ) : void
_PrepareLimbRotation ( Limb limb, int i, int origIndex, Vector3 &beginPos ) : bool
_SetCenterArmPos ( Vector3 &centerArmPos ) : void
_SetCenterLegPos ( Vector3 &centerLegPos ) : void
_SolveArms ( _UpperSolverArmsTemp &armsTemp, int idx0 ) : void
_SolveArmsToArms ( _UpperSolverArmsTemp &armsTemp, float armPull, int idx0 ) : void
_SolveArmsToNeck ( _UpperSolverArmsTemp &armsTemp, float neckToFullArmPull, int idx0 ) : void
_UpdateCenterArmPos ( ) : void
_UpdateCenterLegBasis ( ) : void
_UpdateCenterLegPos ( ) : void
_UpdateSpineUBasis ( ) : void

Private Methods

Method Description
_PrepareLimbTranslate ( Limb limb, int i, Vector3 &beginPos ) : bool
_SolveLimbRotation ( Limb limb, int origIndex, Quaternion &origRotation ) : bool
_SolveLimbTranslate ( Limb limb, Vector3 &origTranslate ) : bool

Method Details

Backup() public method

public Backup ( ) : void
return void

LowerRotation() public method

public LowerRotation ( int origIndex, Matrix3x3 &origBasis, bool bodyRotation ) : void
origIndex int
origBasis Matrix3x3
bodyRotation bool
return void

LowerRotation() public method

public LowerRotation ( int origIndex, Quaternion &origRotation, bool bodyRotation ) : void
origIndex int
origRotation UnityEngine.Quaternion
bodyRotation bool
return void

LowerTranslateBeginOnly() public method

public LowerTranslateBeginOnly ( Vector3 &origTranslate ) : void
origTranslate UnityEngine.Vector3
return void

PrepareLowerRotation() public method

public PrepareLowerRotation ( int origIndex ) : bool
origIndex int
return bool

PrepareLowerTranslate() public method

public PrepareLowerTranslate ( ) : bool
return bool

Restore() public method

public Restore ( ) : void
return void

SetDirtyVariables() public method

public SetDirtyVariables ( ) : void
return void

SetSolveFeedbackRate() public method

public SetSolveFeedbackRate ( float feedbackRate ) : void
feedbackRate float
return void

SetSolveFeedbackRate() public method

public SetSolveFeedbackRate ( int i, float feedbackRate ) : void
i int
feedbackRate float
return void

ShoulderResolve() public method

public ShoulderResolve ( ) : bool
return bool

SolveLowerRotation() public method

public SolveLowerRotation ( int origIndex, Quaternion &origRotation ) : bool
origIndex int
origRotation UnityEngine.Quaternion
return bool

SolveLowerTranslate() public method

public SolveLowerTranslate ( Vector3 &translate ) : bool
translate UnityEngine.Vector3
return bool

SolveShoulderToArmInternal() public method

public SolveShoulderToArmInternal ( int i, Vector3 &destArmPos ) : void
i int
destArmPos UnityEngine.Vector3
return void

SolverInternal() public method

public SolverInternal ( ) : UnityEngine
return UnityEngine

Translate() public method

public Translate ( Vector3 &origTranslate ) : void
origTranslate UnityEngine.Vector3
return void

UpperRotation() public method

public UpperRotation ( int origIndex, Matrix3x3 &origBasis ) : void
origIndex int
origBasis Matrix3x3
return void

UpperSolve() public method

public UpperSolve ( ) : bool
return bool

_LimbTranslateBeginOnly() public method

public _LimbTranslateBeginOnly ( Limb limb, Vector3 &origTranslate ) : void
limb Limb
origTranslate UnityEngine.Vector3
return void

_PrepareLimbRotation() public method

public _PrepareLimbRotation ( Limb limb, int i, int origIndex, Vector3 &beginPos ) : bool
limb Limb
i int
origIndex int
beginPos UnityEngine.Vector3
return bool

_SetCenterArmPos() public method

public _SetCenterArmPos ( Vector3 &centerArmPos ) : void
centerArmPos UnityEngine.Vector3
return void

_SetCenterLegPos() public method

public _SetCenterLegPos ( Vector3 &centerLegPos ) : void
centerLegPos UnityEngine.Vector3
return void

_SolveArms() public method

public _SolveArms ( _UpperSolverArmsTemp &armsTemp, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
idx0 int
return void

_SolveArmsToArms() public method

public _SolveArmsToArms ( _UpperSolverArmsTemp &armsTemp, float armPull, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
armPull float
idx0 int
return void

_SolveArmsToNeck() public method

public _SolveArmsToNeck ( _UpperSolverArmsTemp &armsTemp, float neckToFullArmPull, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
neckToFullArmPull float
idx0 int
return void

_UpdateCenterArmPos() public method

public _UpdateCenterArmPos ( ) : void
return void

_UpdateCenterLegBasis() public method

public _UpdateCenterLegBasis ( ) : void
return void

_UpdateCenterLegPos() public method

public _UpdateCenterLegPos ( ) : void
return void

_UpdateSpineUBasis() public method

public _UpdateSpineUBasis ( ) : void
return void

Property Details

_armBones public property

public Bone[] _armBones
return Bone[]

_armEffectors public property

public Effector[] _armEffectors
return Effector[]

_centerArmPos public property

public Vector3,UnityEngine _centerArmPos
return UnityEngine.Vector3

_centerLegBasis public property

public Matrix3x3 _centerLegBasis
return Matrix3x3

_centerLegBoneBasisInv public property

public Matrix3x3 _centerLegBoneBasisInv
return Matrix3x3

_centerLegPos public property

public Vector3,UnityEngine _centerLegPos
return UnityEngine.Vector3

_headEffector public property

public Effector _headEffector
return Effector

_limbIK public property

public LimbIK[] _limbIK
return LimbIK[]

_neckEffector public property

public Effector _neckEffector
return Effector

_shouderLocalAxisYInv public property

public bool[] _shouderLocalAxisYInv
return bool[]

_shoulderBones public property

public Bone[] _shoulderBones
return Bone[]

_solverCaches public property

public SolverCaches _solverCaches
return SolverCaches

_spineBones public property

public Bone[] _spineBones
return Bone[]

_spineUBasis public property

public Matrix3x3 _spineUBasis
return Matrix3x3

_spineUBoneLocalAxisBasisInv public property

public Matrix3x3 _spineUBoneLocalAxisBasisInv
return Matrix3x3

_wristEffectors public property

public Effector[] _wristEffectors
return Effector[]

armPos public property

public Vector3[],UnityEngine armPos
return UnityEngine.Vector3[]

arms public property

public Limb arms
return Limb

headEnabled public property

public bool headEnabled
return bool

headPos public property

public Vector3,UnityEngine headPos
return UnityEngine.Vector3

internalValues public property

public InternalValues internalValues
return InternalValues

legPos public property

public Vector3[],UnityEngine legPos
return UnityEngine.Vector3[]

legs public property

public Limb legs
return Limb

nearArmPos public property

public Vector3[],UnityEngine nearArmPos
return UnityEngine.Vector3[]

neckPos public property

public Vector3,UnityEngine neckPos
return UnityEngine.Vector3

origAxis public property

public Vector3[],UnityEngine origAxis
return UnityEngine.Vector3[]

origFeedbackRate public property

public float[] origFeedbackRate
return float[]

origTheta public property

public float[] origTheta
return float[]

origToBeginDir public property

public Vector3[],UnityEngine origToBeginDir
return UnityEngine.Vector3[]

origToTargetBeginDir public property

public Vector3[],UnityEngine origToTargetBeginDir
return UnityEngine.Vector3[]

origTranslate public property

public Vector3[],UnityEngine origTranslate
return UnityEngine.Vector3[]

settings public property

public Settings settings
return Settings

shoulderPos public property

public Vector3[],UnityEngine shoulderPos
return UnityEngine.Vector3[]

spinePos public property

public Vector3[],UnityEngine spinePos
return UnityEngine.Vector3[]

targetCenterArmDir public property

public Vector3,UnityEngine targetCenterArmDir
return UnityEngine.Vector3

targetCenterArmEnabled public property

public bool targetCenterArmEnabled
return bool

targetCenterArmPos public property

public Vector3,UnityEngine targetCenterArmPos
return UnityEngine.Vector3