프로퍼티 | 타입 | 설명 | |
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bendConstraint | RootMotion.FinalIK.IKConstraintBend | ||
childConstraints | ChildConstraint[] | ||
children | int[] | ||
nodes | RootMotion.FinalIK.IKSolver.Node[] | ||
pushSmoothing | Smoothing | ||
reachSmoothing | Smoothing |
메소드 | 설명 | |
---|---|---|
FBIKChain ( ) : UnityEngine | ||
FBIKChain ( float pin, float pull ) : UnityEngine | ||
ForwardReach ( Vector3 position ) : void | ||
Initiate ( |
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IsValid ( Warning logger = null ) : bool | ||
Push ( |
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Reach ( |
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ReadPose ( |
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SetNodes ( ) : void | ||
SolveConstraintSystems ( |
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SolveTrigonometric ( |
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Stage1 ( |
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Stage2 ( Vector3 position, int iterations, |
메소드 | 설명 | |
---|---|---|
GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3 |
메소드 | 설명 | |
---|---|---|
BackwardReach ( Vector3 position ) : void | ||
CalculateBoneLengths ( |
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SolveChildConstraints ( ) : void | ||
SolveLinearConstraint ( |
public FBIKChain ( float pin, float pull ) : UnityEngine | ||
pin | float | |
pull | float | |
리턴 | UnityEngine |
protected GetDirToBendPoint ( Vector3 direction, Vector3 bendDirection, float directionMagnitude ) : Vector3 | ||
direction | Vector3 | |
bendDirection | Vector3 | |
directionMagnitude | float | |
리턴 | Vector3 |
public Initiate ( |
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solver | ||
chain | ||
리턴 | void |
public ReadPose ( |
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chain | ||
fullBody | bool | |
리턴 | void |
public SolveConstraintSystems ( |
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chain | ||
리턴 | void |
public SolveTrigonometric ( |
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chain | ||
calculateBendDirection | bool | |
리턴 | void |
public Stage2 ( Vector3 position, int iterations, |
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position | Vector3 | |
iterations | int | |
chain | ||
리턴 | void |
public IKConstraintBend,RootMotion.FinalIK bendConstraint | ||
리턴 | RootMotion.FinalIK.IKConstraintBend |
public IKSolver.Node[],RootMotion.FinalIK nodes | ||
리턴 | RootMotion.FinalIK.IKSolver.Node[] |