C# Class SA.FullBodyIK.LimbIK

Afficher le fichier Open project: Stereoarts/SAFullBodyIK

Méthodes publiques

Свойство Type Description
_beginToBendingLength float
_beginToBendingLengthSq float
_bendingToEndLength float
_bendingToEndLengthSq float
_limbIKLocation LimbIKLocation

Méthodes publiques

Méthode Description
IsSolverEnabled ( ) : bool
LimbIK ( FullBodyIK fullBodyIK, LimbIKLocation limbIKLocation ) : UnityEngine
Presolve ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
PresolveBeinding ( ) : void
PresolveInternal ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, float &effectorLen, Matrix3x3 &baseBasis, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
Solve ( ) : bool
_SolveInternal ( ) : bool

Private Methods

Méthode Description
_ComputeLocalDirXZ ( Vector3 &localDir, Vector3 &localDirXZ ) : void
_ComputeLocalDirYZ ( Vector3 &localDir, Vector3 &localDirYZ ) : void
_EndRotationLimit ( ) : void
_PrefixLegEffectorPos_Circular ( Vector3 &localEffectorTrans, float effectorLength, bool isFar ) : bool
_PrefixLegEffectorPos_Circular_Far ( Vector3 &localEffectorTrans, float effectorLength ) : bool
_PrefixLegEffectorPos_UpperNear ( Vector3 &localEffectorTrans ) : bool
_PrefixLegEffectorPos_Upper_Circular_Far ( Vector3 &localEffectorTrans, float centerPositionZ, float effectorLengthZ, float effectorLengthY ) : bool
_Prepare ( FullBodyIK fullBodyIK ) : void
_PrepareRollBones ( RollBone &rollBones, Bone bones ) : void
_RollInternal ( ) : bool
_SolveBaseBasis ( Matrix3x3 &baseBasis, Matrix3x3 &parentBaseBasis, Vector3 &effectorDir ) : void
_SolveEndRotation ( bool isSolved, Quaternion &bendingBonePrevRotation, Quaternion &endBonePrevRotation ) : bool
_SyncDisplacement ( ) : void
_SyncDisplacement_UpdateArgs ( ) : void
_UpdateArgs ( ) : void

Method Details

IsSolverEnabled() public méthode

public IsSolverEnabled ( ) : bool
Résultat bool

LimbIK() public méthode

public LimbIK ( FullBodyIK fullBodyIK, LimbIKLocation limbIKLocation ) : UnityEngine
fullBodyIK FullBodyIK
limbIKLocation LimbIKLocation
Résultat UnityEngine

Presolve() public méthode

public Presolve ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
parentBaseBasis Matrix3x3
beginPos UnityEngine.Vector3
solvedBeginToBendingDir UnityEngine.Vector3
solvedBendingToEndDir UnityEngine.Vector3
Résultat bool

PresolveBeinding() public méthode

public PresolveBeinding ( ) : void
Résultat void

PresolveInternal() public méthode

public PresolveInternal ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, float &effectorLen, Matrix3x3 &baseBasis, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
parentBaseBasis Matrix3x3
beginPos UnityEngine.Vector3
effectorLen float
baseBasis Matrix3x3
solvedBeginToBendingDir UnityEngine.Vector3
solvedBendingToEndDir UnityEngine.Vector3
Résultat bool

Solve() public méthode

public Solve ( ) : bool
Résultat bool

_SolveInternal() public méthode

public _SolveInternal ( ) : bool
Résultat bool

Property Details

_beginToBendingLength public_oe property

public float _beginToBendingLength
Résultat float

_beginToBendingLengthSq public_oe property

public float _beginToBendingLengthSq
Résultat float

_bendingToEndLength public_oe property

public float _bendingToEndLength
Résultat float

_bendingToEndLengthSq public_oe property

public float _bendingToEndLengthSq
Résultat float

_limbIKLocation public_oe property

public LimbIKLocation _limbIKLocation
Résultat LimbIKLocation