Method |
Description |
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SolveFingerIK ( Vector3 &beginPosition, Vector3 &endPosition, Vector3 &bendingDirection, float linkLength0, float linkLength1, float linkLength2, _FingerIKParams &fingerIKParams ) : Vector3 |
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SolveLimbIK ( Vector3 &beginPosition, Vector3 &endPosition, float beginToInterBaseLength, float beginToInterBaseLengthSq, float interToEndBaseLength, float interToEndBaseLengthSq, Vector3 &bendingDirection ) : Vector3 |
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_ComputeJointBaseAngle ( Matrix3x3 &rootBaseBasis, Vector3 &beginPosition, Vector3 &nextPosition, Vector3 &endPosition, bool isRight ) : float |
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_ComputeTriangleTheta ( float lenA, float lenB, float lenC, float lenASq, float lenBSq, float lenCSq ) : float |
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_GetEffectorPosition ( InternalValues internalValues, Bone rootBone, Bone beginLinkBone, Effector effector, float link0ToEffectorLength, Matrix3x4 &parentTransform ) : Vector3 |
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_LerpEffectorLength ( float &effectorLength, Vector3 &effectorDirection, Vector3 &effectorTranslate, Vector3 &effectorPosition, Vector3 &effectorOrigin, float minLength, float maxLength, float lerpLength ) : void |
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_PrepareBranch ( int fingerType, Bone bones, Effector effector ) : void |
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_PrepareBranch2 ( int fingerType ) : void |
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_PrepareThumb ( ) : void |
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_SolveInDirect ( bool isRight, Vector3 &solvedDirY, Vector3 &solvedDirZ, Matrix3x3 &rootBasis, Matrix3x3 &linkBoneToSolvedBasis, Vector3 &effectorDirection ) : bool |
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_SolveNotThumb ( int fingerType, Matrix3x4 &parentTransform ) : bool |
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_SolveThumb ( Matrix3x4 &parentTransform ) : bool |
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_SolveThumbYZ ( Matrix3x3 &middleBoneToSolvedBasis, Vector3 &thumbSolveY, Vector3 &thumbSolveZ ) : bool |
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_SyncDisplacement ( ) : void |
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