C# 클래스 RootMotion.FinalIK.FBIKChain

파일 보기 프로젝트 열기: Alx666/ProjectPhoenix 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
bendConstraint RootMotion.FinalIK.IKConstraintBend
childConstraints ChildConstraint[]
children int[]
nodes RootMotion.FinalIK.IKSolver.Node[]
pushSmoothing Smoothing
reachSmoothing Smoothing

공개 메소드들

메소드 설명
FBIKChain ( ) : UnityEngine
FBIKChain ( float pin, float pull ) : UnityEngine
ForwardReach ( Vector3 position ) : void
Initiate ( IKSolver solver, FBIKChain chain ) : void
IsValid ( Warning logger = null ) : bool
Push ( FBIKChain chain ) : Vector3
Reach ( FBIKChain chain ) : void
ReadPose ( FBIKChain chain, bool fullBody ) : void
SetNodes ( ) : void
SolveConstraintSystems ( FBIKChain chain ) : void
SolveTrigonometric ( FBIKChain chain, bool calculateBendDirection = false ) : void
Stage1 ( FBIKChain chain ) : void
Stage2 ( Vector3 position, int iterations, FBIKChain chain ) : void

보호된 메소드들

메소드 설명
GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3

비공개 메소드들

메소드 설명
BackwardReach ( Vector3 position ) : void
CalculateBoneLengths ( FBIKChain chain ) : void
SolveChildConstraints ( ) : void
SolveLinearConstraint ( IKSolver node1, IKSolver node2, float crossFade, float distance ) : void

메소드 상세

FBIKChain() 공개 메소드

public FBIKChain ( ) : UnityEngine
리턴 UnityEngine

FBIKChain() 공개 메소드

public FBIKChain ( float pin, float pull ) : UnityEngine
pin float
pull float
리턴 UnityEngine

ForwardReach() 공개 메소드

public ForwardReach ( Vector3 position ) : void
position Vector3
리턴 void

GetDirToBendPoint() 보호된 메소드

protected GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3
direction Vector3
bendDirection Vector3
directionMagnitude float
리턴 Vector3

Initiate() 공개 메소드

public Initiate ( IKSolver solver, FBIKChain chain ) : void
solver IKSolver
chain FBIKChain
리턴 void

IsValid() 공개 메소드

public IsValid ( Warning logger = null ) : bool
logger Warning
리턴 bool

Push() 공개 메소드

public Push ( FBIKChain chain ) : Vector3
chain FBIKChain
리턴 Vector3

Reach() 공개 메소드

public Reach ( FBIKChain chain ) : void
chain FBIKChain
리턴 void

ReadPose() 공개 메소드

public ReadPose ( FBIKChain chain, bool fullBody ) : void
chain FBIKChain
fullBody bool
리턴 void

SetNodes() 공개 메소드

public SetNodes ( ) : void
리턴 void

SolveConstraintSystems() 공개 메소드

public SolveConstraintSystems ( FBIKChain chain ) : void
chain FBIKChain
리턴 void

SolveTrigonometric() 공개 메소드

public SolveTrigonometric ( FBIKChain chain, bool calculateBendDirection = false ) : void
chain FBIKChain
calculateBendDirection bool
리턴 void

Stage1() 공개 메소드

public Stage1 ( FBIKChain chain ) : void
chain FBIKChain
리턴 void

Stage2() 공개 메소드

public Stage2 ( Vector3 position, int iterations, FBIKChain chain ) : void
position Vector3
iterations int
chain FBIKChain
리턴 void

프로퍼티 상세

bendConstraint 공개적으로 프로퍼티

Gets the bend constraint (if this chain has 3 segments).
public IKConstraintBend,RootMotion.FinalIK bendConstraint
리턴 RootMotion.FinalIK.IKConstraintBend

childConstraints 공개적으로 프로퍼티

The child constraints are used for example for fixing the distance between left upper arm and right upper arm
public ChildConstraint[] childConstraints
리턴 ChildConstraint[]

children 공개적으로 프로퍼티

The child chains.
public int[] children
리턴 int[]

nodes 공개적으로 프로퍼티

The nodes in this chain.
public IKSolver.Node[],RootMotion.FinalIK nodes
리턴 RootMotion.FinalIK.IKSolver.Node[]

pushSmoothing 공개적으로 프로퍼티

Smoothing the effect of the Push.
public Smoothing pushSmoothing
리턴 Smoothing

reachSmoothing 공개적으로 프로퍼티

Smoothing the effect of the Reach with the expense of some accuracy.
public Smoothing reachSmoothing
리턴 Smoothing