Méthode | Description | |
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SetLocalAxes ( Matrix3x3 matrix ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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SetWorldAxes ( Matrix3x3 matrix ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void |
Sets up the axes of the transform and ensures that it is an orthonormal basis.
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Méthode | Description | |
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ComputeWorldSpaceAxes ( ) : void |
public SetLocalAxes ( Matrix3x3 matrix ) : void | ||
matrix | Matrix3x3 | Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis. /// The matrix's up vector is used as the y axis. |
Résultat | void |
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void | ||
primaryAxis | Vector3 | First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit. |
xAxis | Vector3 | Second axis in the transform. |
yAxis | Vector3 | Third axis in the transform. |
Résultat | void |
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void | ||
primaryAxis | Vector3 | First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit. |
xAxis | Vector3 | Second axis in the transform. |
yAxis | Vector3 | Third axis in the transform. |
rotationMatrix | Matrix3x3 | Matrix to use to transform the local axes into world space. |
Résultat | void |
public SetWorldAxes ( Matrix3x3 matrix ) : void | ||
matrix | Matrix3x3 | Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis. /// The matrix's up vector is used as the y axis. |
Résultat | void |
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void | ||
primaryAxis | Vector3 | First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit. |
xAxis | Vector3 | Second axis in the transform. |
yAxis | Vector3 | Third axis in the transform. |
Résultat | void |
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void | ||
primaryAxis | Vector3 | First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit. |
xAxis | Vector3 | Second axis in the transform. |
yAxis | Vector3 | Third axis in the transform. |
rotationMatrix | Matrix3x3 | Matrix to use to transform the local axes into world space. |
Résultat | void |