C# Class RootMotion.FinalIK.FBIKChain

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Public Properties

Property Type Description
bendConstraint RootMotion.FinalIK.IKConstraintBend
childConstraints ChildConstraint[]
children int[]
nodes RootMotion.FinalIK.IKSolver.Node[]
pushSmoothing Smoothing
reachSmoothing Smoothing

Public Methods

Method Description
FBIKChain ( ) : UnityEngine
FBIKChain ( float pin, float pull ) : UnityEngine
ForwardReach ( Vector3 position ) : void
Initiate ( IKSolver solver, FBIKChain chain ) : void
IsValid ( Warning logger = null ) : bool
Push ( FBIKChain chain ) : Vector3
Reach ( FBIKChain chain ) : void
ReadPose ( FBIKChain chain, bool fullBody ) : void
SetNodes ( ) : void
SolveConstraintSystems ( FBIKChain chain ) : void
SolveTrigonometric ( FBIKChain chain, bool calculateBendDirection = false ) : void
Stage1 ( FBIKChain chain ) : void
Stage2 ( Vector3 position, int iterations, FBIKChain chain ) : void

Protected Methods

Method Description
GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3

Private Methods

Method Description
BackwardReach ( Vector3 position ) : void
CalculateBoneLengths ( FBIKChain chain ) : void
SolveChildConstraints ( ) : void
SolveLinearConstraint ( IKSolver node1, IKSolver node2, float crossFade, float distance ) : void

Method Details

FBIKChain() public method

public FBIKChain ( ) : UnityEngine
return UnityEngine

FBIKChain() public method

public FBIKChain ( float pin, float pull ) : UnityEngine
pin float
pull float
return UnityEngine

ForwardReach() public method

public ForwardReach ( Vector3 position ) : void
position Vector3
return void

GetDirToBendPoint() protected method

protected GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3
direction Vector3
bendDirection Vector3
directionMagnitude float
return Vector3

Initiate() public method

public Initiate ( IKSolver solver, FBIKChain chain ) : void
solver IKSolver
chain FBIKChain
return void

IsValid() public method

public IsValid ( Warning logger = null ) : bool
logger Warning
return bool

Push() public method

public Push ( FBIKChain chain ) : Vector3
chain FBIKChain
return Vector3

Reach() public method

public Reach ( FBIKChain chain ) : void
chain FBIKChain
return void

ReadPose() public method

public ReadPose ( FBIKChain chain, bool fullBody ) : void
chain FBIKChain
fullBody bool
return void

SetNodes() public method

public SetNodes ( ) : void
return void

SolveConstraintSystems() public method

public SolveConstraintSystems ( FBIKChain chain ) : void
chain FBIKChain
return void

SolveTrigonometric() public method

public SolveTrigonometric ( FBIKChain chain, bool calculateBendDirection = false ) : void
chain FBIKChain
calculateBendDirection bool
return void

Stage1() public method

public Stage1 ( FBIKChain chain ) : void
chain FBIKChain
return void

Stage2() public method

public Stage2 ( Vector3 position, int iterations, FBIKChain chain ) : void
position Vector3
iterations int
chain FBIKChain
return void

Property Details

bendConstraint public_oe property

Gets the bend constraint (if this chain has 3 segments).
public IKConstraintBend,RootMotion.FinalIK bendConstraint
return RootMotion.FinalIK.IKConstraintBend

childConstraints public_oe property

The child constraints are used for example for fixing the distance between left upper arm and right upper arm
public ChildConstraint[] childConstraints
return ChildConstraint[]

children public_oe property

The child chains.
public int[] children
return int[]

nodes public_oe property

The nodes in this chain.
public IKSolver.Node[],RootMotion.FinalIK nodes
return RootMotion.FinalIK.IKSolver.Node[]

pushSmoothing public_oe property

Smoothing the effect of the Push.
public Smoothing pushSmoothing
return Smoothing

reachSmoothing public_oe property

Smoothing the effect of the Reach with the expense of some accuracy.
public Smoothing reachSmoothing
return Smoothing