C# Class SA.FullBodyIK

Afficher le fichier Open project: Stereoarts/SAFullBodyIK Class Usage Examples

Méthodes publiques

Свойство 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

Méthodes publiques

Méthode 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

Méthode 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 méthode

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

CleanupBoneTransforms() public méthode

public CleanupBoneTransforms ( ) : void
Résultat void

ComputeCosTheta() public static méthode

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

ComputeCosTheta() public static méthode

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

ComputeSinTheta() public static méthode

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

ComputeSinTheta() public static méthode

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

ConfigureBoneTransforms() public méthode

public ConfigureBoneTransforms ( ) : void
Résultat void

Destroy() public méthode

public Destroy ( ) : void
Résultat void

DrawGizmos() public méthode

public DrawGizmos ( ) : void
Résultat void

GetEffectorName() public static méthode

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

Inverse() public static méthode

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

IsFuzzy() public static méthode

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

IsFuzzy() public static méthode

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

IsFuzzyIdentity() public static méthode

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

IsHandFingerEffectors() public static méthode

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

Normalize() public static méthode

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

Prefix() public méthode

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

Prepare() public méthode

public Prepare ( ) : bool
Résultat bool

SAFBIKComputeBasisFrom() public static méthode

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

SafeNormalize() public static méthode

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

Scale() public static méthode

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

ToBoneSide() public static méthode

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

ToBoneType() public static méthode

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

ToEffectorSide() public static méthode

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

ToEffectorType() public static méthode

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

ToFingerIndex() public static méthode

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

ToFingerType() public static méthode

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

ToFingerType() public static méthode

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

ToLimbIKSide() public static méthode

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

ToLimbIKType() public static méthode

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

Update() public méthode

public Update ( ) : void
Résultat void

_Bones_PrepareUpdate() public méthode

public _Bones_PrepareUpdate ( ) : void
Résultat void

_Bones_SyncDisplacement() public méthode

public _Bones_SyncDisplacement ( ) : void
Résultat void

_Bones_WriteToTransform() public méthode

public _Bones_WriteToTransform ( ) : void
Résultat void

_ComputeBaseHipsTransform() public méthode

public _ComputeBaseHipsTransform ( ) : void
Résultat void

_ConfigureRollBones() public méthode

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
Résultat void

_DrawBoneGizmo() public méthode

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

_FastLerpDir() public static méthode

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

_FitToPlane() public static méthode

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

_FitToPlaneDir() public static méthode

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

_IsHiddenCustomEyes() public méthode

public _IsHiddenCustomEyes ( ) : bool
Résultat bool

_IsNear() public static méthode

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

_LerpDir() public static méthode

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

_LimitFingerNotThumb() public static méthode

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

_LimitToPlaneDirY() public static méthode

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

_LimitXY() public static méthode

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

_LimitXY_Square() public static méthode

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
Résultat bool

_LimitXZ() public static méthode

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

_LimitXZ_Square() public static méthode

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
Résultat bool

_LimitYZ() public static méthode

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
Résultat bool

_LimitYZ_Square() public static méthode

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
Résultat bool

_NormalizedTranslate() public static méthode

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

_Prefix() public méthode

public _Prefix ( ) : void
Résultat void

_Prefix() public méthode

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

_Prefix() public méthode

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

_Prefix() public méthode

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

_Prefix() public méthode

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
Résultat void

_PrepareCustomEyes() public méthode

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

_ResetCustomEyes() public méthode

public _ResetCustomEyes ( ) : void
Résultat void

_Rotate() public static méthode

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

_Rotate() public static méthode

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

_Rotate() public static méthode

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

_SolveCustomEyes() public méthode

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

_UpdateInternalValues() public méthode

public _UpdateInternalValues ( ) : void
Résultat void

Property Details

bodyBones public_oe property

public BodyBones bodyBones
Résultat BodyBones

bodyEffectors public_oe property

public BodyEffectors bodyEffectors
Résultat BodyEffectors

editorSettings public_oe property

public EditorSettings editorSettings
Résultat EditorSettings

headBones public_oe property

public HeadBones headBones
Résultat HeadBones

headEffectors public_oe property

public HeadEffectors headEffectors
Résultat HeadEffectors

leftArmBones public_oe property

public ArmBones leftArmBones
Résultat ArmBones

leftArmEffectors public_oe property

public ArmEffectors leftArmEffectors
Résultat ArmEffectors

leftHandFingersBones public_oe property

public FingersBones leftHandFingersBones
Résultat FingersBones

leftHandFingersEffectors public_oe property

public FingersEffectors leftHandFingersEffectors
Résultat FingersEffectors

leftLegBones public_oe property

public LegBones leftLegBones
Résultat LegBones

leftLegEffectors public_oe property

public LegEffectors leftLegEffectors
Résultat LegEffectors

rightArmBones public_oe property

public ArmBones rightArmBones
Résultat ArmBones

rightArmEffectors public_oe property

public ArmEffectors rightArmEffectors
Résultat ArmEffectors

rightHandFingersBones public_oe property

public FingersBones rightHandFingersBones
Résultat FingersBones

rightHandFingersEffectors public_oe property

public FingersEffectors rightHandFingersEffectors
Résultat FingersEffectors

rightLegBones public_oe property

public LegBones rightLegBones
Résultat LegBones

rightLegEffectors public_oe property

public LegEffectors rightLegEffectors
Résultat LegEffectors

rootEffector public_oe property

public Effector rootEffector
Résultat Effector

rootTransform public_oe property

public Transform rootTransform
Résultat Transform

settings public_oe property

public Settings settings
Résultat Settings