Property | 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 |
Method | Description | |
---|---|---|
Awake ( |
||
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 ( |
||
IsFuzzy ( |
||
IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool | ||
IsFuzzyIdentity ( |
||
IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool | ||
Normalize ( |
||
Prefix ( |
||
Prepare ( ) : bool | ||
SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, |
||
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 |
||
_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 |
Method | Description | |
---|---|---|
SAFBIKAcos ( float cos ) : float | ||
SAFBIKAsin ( float sin ) : float | ||
SAFBIKComputeBasisFromXYLockX ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisFromXYLockY ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisFromXZLockX ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisFromXZLockZ ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisFromYZLockY ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisFromYZLockZ ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisLockX ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisLockY ( Matrix3x3 &basis, |
||
SAFBIKComputeBasisLockZ ( Matrix3x3 &basis, |
||
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 ( |
||
SAFBIKMatMult ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void | ||
SAFBIKMatMultCol0 ( |
||
SAFBIKMatMultCol1 ( |
||
SAFBIKMatMultCol2 ( |
||
SAFBIKMatMultGetRot ( |
||
SAFBIKMatMultInv0 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void | ||
SAFBIKMatMultInv1 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void | ||
SAFBIKMatMultRet0 ( Matrix3x3 &lhs, Matrix3x3 &rhs ) : void | ||
SAFBIKMatMultVec ( |
||
SAFBIKMatMultVecAdd ( |
||
SAFBIKMatMultVecInv ( |
||
SAFBIKMatMultVecPreSub ( |
||
SAFBIKMatMultVecPreSubAdd ( |
||
SAFBIKMatSetAxisAngle ( Matrix3x3 &mat, |
||
SAFBIKMatSetRot ( Matrix3x3 &mat, |
||
SAFBIKMatSetRotMult ( Matrix3x3 &ret, |
||
SAFBIKMatSetRotMultInv1 ( Matrix3x3 &ret, |
||
SAFBIKQuatMult ( |
||
SAFBIKQuatMult3 ( |
||
SAFBIKQuatMult3Inv0 ( |
||
SAFBIKQuatMult3Inv1 ( |
||
SAFBIKQuatMultInv0 ( |
||
SAFBIKQuatMultNorm ( |
||
SAFBIKQuatMultNorm3 ( |
||
SAFBIKQuatMultNorm3Inv0 ( |
||
SAFBIKQuatMultNorm3Inv1 ( |
||
SAFBIKQuatMultNormInv0 ( |
||
SAFBIKSin ( float a ) : float | ||
SAFBIKSqrt ( float a ) : float | ||
SAFBIKSqrtClamp01 ( float a ) : float | ||
SAFBIKTan ( float a ) : float | ||
SAFBIKVecCross ( |
||
SAFBIKVecLength ( |
||
SAFBIKVecLength2 ( |
||
SAFBIKVecLengthAndLengthSq ( float &lengthSq, |
||
SAFBIKVecLengthAndLengthSq2 ( float &lengthSq, |
||
SAFBIKVecLengthSq2 ( |
||
SAFBIKVecNormalize ( |
||
SAFBIKVecNormalize2 ( |
||
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 |
public Awake ( |
||
rootTransorm_ | ||
return | void |
public static ComputeCosTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float | ||
lenA | FastLength | |
lenB | FastLength | |
lenC | FastLength | |
return | float |
public static ComputeCosTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float | ||
lenASq | float | |
lenBSq | float | |
lenCSq | float | |
lenB | float | |
lenC | float | |
return | float |
public static ComputeSinTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float | ||
lenA | FastLength | |
lenB | FastLength | |
lenC | FastLength | |
return | float |
public static ComputeSinTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float | ||
lenASq | float | |
lenBSq | float | |
lenCSq | float | |
lenB | float | |
lenC | float | |
return | float |
public static GetEffectorName ( EffectorLocation effectorLocation ) : string | ||
effectorLocation | EffectorLocation | |
return | string |
public static Inverse ( |
||
q | ||
return |
public static IsFuzzy ( |
||
lhs | ||
rhs | ||
epsilon | float | |
return | bool |
public static IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool | ||
lhs | float | |
rhs | float | |
epsilon | float | |
return | bool |
public static IsFuzzyIdentity ( |
||
q | ||
return | bool |
public static IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool | ||
effectorLocation | EffectorLocation | |
return | bool |
public static Normalize ( |
||
q | ||
return |
public Prefix ( |
||
rootTransform_ | ||
return | void |
public static SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, |
||
basis | Matrix3x3 | |
rootBasis | Matrix3x3 | |
dir | ||
directionAs | _DirectionAs | |
return | bool |
public static SafeNormalize ( Quaternion &q ) : bool | ||
q | Quaternion | |
return | bool |
public static Scale ( Vector3 lhs, Vector3 rhs ) : Vector3 | ||
lhs | Vector3 | |
rhs | Vector3 | |
return | Vector3 |
public static ToBoneSide ( BoneLocation boneLocation ) : Side | ||
boneLocation | BoneLocation | |
return | Side |
public static ToBoneType ( BoneLocation boneLocation ) : BoneType | ||
boneLocation | BoneLocation | |
return | BoneType |
public static ToEffectorSide ( EffectorLocation effectorLocation ) : Side | ||
effectorLocation | EffectorLocation | |
return | Side |
public static ToEffectorType ( EffectorLocation effectorLocation ) : EffectorType | ||
effectorLocation | EffectorLocation | |
return | EffectorType |
public static ToFingerIndex ( BoneLocation boneLocation ) : int | ||
boneLocation | BoneLocation | |
return | int |
public static ToFingerType ( BoneLocation boneLocation ) : FingerType | ||
boneLocation | BoneLocation | |
return | FingerType |
public static ToFingerType ( EffectorLocation effectorLocation ) : FingerType | ||
effectorLocation | EffectorLocation | |
return | FingerType |
public static ToLimbIKSide ( LimbIKLocation limbIKLocation ) : Side | ||
limbIKLocation | LimbIKLocation | |
return | Side |
public static ToLimbIKType ( LimbIKLocation limbIKLocation ) : LimbIKType | ||
limbIKLocation | LimbIKLocation | |
return | LimbIKType |
public _ConfigureRollBones ( Bone bones, List |
||
bones | Bone | |
tempBones | List |
|
transform | Transform | |
excludeTransform | Transform | |
side | Side | |
isArm | bool | |
return | void |
public _DrawBoneGizmo ( Bone bone, Vector3 &cameraForward ) : void | ||
bone | Bone | |
cameraForward | Vector3 | |
return | void |
public static _FastLerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3 | ||
src | Vector3 | |
dst | Vector3 | |
r | float | |
return | Vector3 |
public static _FitToPlane ( Vector3 pos, Vector3 planeDir ) : Vector3 | ||
pos | Vector3 | |
planeDir | Vector3 | |
return | Vector3 |
public static _FitToPlaneDir ( Vector3 &dir, Vector3 planeDir ) : bool | ||
dir | Vector3 | |
planeDir | Vector3 | |
return | bool |
public static _IsNear ( Vector3 &lhs, Vector3 &rhs ) : bool | ||
lhs | Vector3 | |
rhs | Vector3 | |
return | bool |
public static _LerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3 | ||
src | Vector3 | |
dst | Vector3 | |
r | float | |
return | Vector3 |
public static _LimitFingerNotThumb ( bool isRight, Vector3 &dir, FastAngle &limitYPlus, FastAngle &limitYMinus, FastAngle &limitZ ) : bool | ||
isRight | bool | |
dir | Vector3 | |
limitYPlus | FastAngle | |
limitYMinus | FastAngle | |
limitZ | FastAngle | |
return | bool |
public static _LimitToPlaneDirY ( Vector3 &dir, Vector3 planeDir, float thetaY ) : bool | ||
dir | Vector3 | |
planeDir | Vector3 | |
thetaY | float | |
return | bool |
public static _LimitXY ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool | ||
dir | Vector3 | |
limitXMinus | float | |
limitXPlus | float | |
limitYMinus | float | |
limitYPlus | float | |
return | bool |
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 | |
return | bool |
public static _LimitXZ ( Vector3 &dir, float limiXMinus, float limiXPlus, float limiZMinus, float limiZPlus ) : bool | ||
dir | Vector3 | |
limiXMinus | float | |
limiXPlus | float | |
limiZMinus | float | |
limiZPlus | float | |
return | bool |
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 | |
return | bool |
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 | |
return | bool |
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 | |
return | bool |
public static _NormalizedTranslate ( Vector3 &dir, Vector3 &fr, Vector3 &to ) : bool | ||
dir | Vector3 | |
fr | Vector3 | |
to | Vector3 | |
return | bool |
public _Prefix ( Bone &bone, BoneLocation boneLocation, Bone parentBoneLocationBased ) : void | ||
bone | Bone | |
boneLocation | BoneLocation | |
parentBoneLocationBased | Bone | |
return | void |
public _Prefix ( Effector &effector, EffectorLocation effectorLocation ) : void | ||
effector | Effector | |
effectorLocation | EffectorLocation | |
return | void |
public _Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bones ) : void | ||
effector | Effector | |
effectorLocation | EffectorLocation | |
parentEffector | Effector | |
bones | Bone | |
return | void |
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 | |
return | void |
public _PrepareCustomEyes ( Quaternion &headToLeftEyeRotation, Quaternion &headToRightEyeRotation ) : bool | ||
headToLeftEyeRotation | Quaternion | |
headToRightEyeRotation | Quaternion | |
return | bool |
public static _Rotate ( Vector3 &dirX, Vector3 &dirY, FastAngle &angle ) : Vector3 | ||
dirX | Vector3 | |
dirY | Vector3 | |
angle | FastAngle | |
return | Vector3 |
public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float r ) : Vector3 | ||
dirX | Vector3 | |
dirY | Vector3 | |
r | float | |
return | Vector3 |
public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float cosR, float sinR ) : Vector3 | ||
dirX | Vector3 | |
dirY | Vector3 | |
cosR | float | |
sinR | float | |
return | Vector3 |
public _SolveCustomEyes ( Matrix3x3 &neckBasis, Matrix3x3 &headBasis, Matrix3x3 &headBaseBasis ) : void | ||
neckBasis | Matrix3x3 | |
headBasis | Matrix3x3 | |
headBaseBasis | Matrix3x3 | |
return | void |
public FingersBones leftHandFingersBones | ||
return | FingersBones |
public FingersEffectors leftHandFingersEffectors | ||
return | FingersEffectors |
public FingersBones rightHandFingersBones | ||
return | FingersBones |
public FingersEffectors rightHandFingersEffectors | ||
return | FingersEffectors |