C# 클래스 RootMotion.FinalIK.IKSolverFullBodyBiped

상속: RootMotion.FinalIK.IKSolverFullBody
파일 보기 프로젝트 열기: Alx666/ProjectPhoenix 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
rootNode UnityEngine.Transform

공개 메소드들

메소드 설명
DetectRootNodeBone ( BipedReferences references ) : Transform
GetBendConstraint ( FullBodyBipedChain limb ) : RootMotion.FinalIK.IKConstraintBend

Gets the bend constraint of a limb.

GetChain ( FullBodyBipedChain c ) : FBIKChain

Gets the chain of a limb.

GetChain ( FullBodyBipedEffector effector ) : FBIKChain

Gets the chain of the specified effector.

GetEffector ( FullBodyBipedEffector effector ) : RootMotion.FinalIK.IKEffector

Gets the effector of type.

GetEndEffector ( FullBodyBipedChain c ) : RootMotion.FinalIK.IKEffector

Gets the effector of type.

GetHeadMapping ( ) : RootMotion.FinalIK.IKMappingBone

Gets the head mapping.

GetLimbMapping ( FullBodyBipedChain chain ) : IKMappingLimb

Gets the limb mapping for the limb.

GetLimbMapping ( FullBodyBipedEffector effector ) : IKMappingLimb

Gets the limb mapping for the effector type.

GetSpineMapping ( ) : IKMappingSpine

Gets the spine mapping.

IsValid ( bool log ) : bool
SetChainWeights ( FullBodyBipedChain c, float pull, float reach = 0f ) : void

Sets chain weights for the specified chain.

SetEffectorWeights ( FullBodyBipedEffector effector, float positionWeight, float rotationWeight ) : void

Sets effector weights for the specified effector.

SetLimbOrientations ( BipedLimbOrientations o ) : void

Sets the bend directions of the limbs to the local axes specified by BipedLimbOrientations.

SetToReferences ( BipedReferences references, Transform rootNode = null ) : void

Sets up the solver to BipedReferences and reinitiates (if in runtime).

보호된 메소드들

메소드 설명
ApplyBendConstraints ( ) : void
ReadPose ( ) : void
WritePose ( ) : void

비공개 메소드들

메소드 설명
Contains ( Transform array, Transform transform ) : bool
GetBodyOffset ( ) : Vector3
GetHandBodyPull ( RootMotion.FinalIK.IKEffector effector, FBIKChain arm, Vector3 offset ) : Vector3
GetLeftClavicle ( BipedReferences references ) : Transform
GetRightClavicle ( BipedReferences references ) : Transform
PullBody ( ) : void
SetLimbOrientation ( FullBodyBipedChain chain, BipedLimbOrientations limbOrientation ) : void

메소드 상세

ApplyBendConstraints() 보호된 메소드

protected ApplyBendConstraints ( ) : void
리턴 void

DetectRootNodeBone() 공개 정적인 메소드

public static DetectRootNodeBone ( BipedReferences references ) : Transform
references BipedReferences
리턴 UnityEngine.Transform

GetBendConstraint() 공개 메소드

Gets the bend constraint of a limb.
public GetBendConstraint ( FullBodyBipedChain limb ) : RootMotion.FinalIK.IKConstraintBend
limb FullBodyBipedChain
리턴 RootMotion.FinalIK.IKConstraintBend

GetChain() 공개 메소드

Gets the chain of a limb.
public GetChain ( FullBodyBipedChain c ) : FBIKChain
c FullBodyBipedChain
리턴 FBIKChain

GetChain() 공개 메소드

Gets the chain of the specified effector.
public GetChain ( FullBodyBipedEffector effector ) : FBIKChain
effector FullBodyBipedEffector
리턴 FBIKChain

GetEffector() 공개 메소드

Gets the effector of type.
public GetEffector ( FullBodyBipedEffector effector ) : RootMotion.FinalIK.IKEffector
effector FullBodyBipedEffector
리턴 RootMotion.FinalIK.IKEffector

GetEndEffector() 공개 메소드

Gets the effector of type.
public GetEndEffector ( FullBodyBipedChain c ) : RootMotion.FinalIK.IKEffector
c FullBodyBipedChain
리턴 RootMotion.FinalIK.IKEffector

GetHeadMapping() 공개 메소드

Gets the head mapping.
public GetHeadMapping ( ) : RootMotion.FinalIK.IKMappingBone
리턴 RootMotion.FinalIK.IKMappingBone

GetLimbMapping() 공개 메소드

Gets the limb mapping for the limb.
public GetLimbMapping ( FullBodyBipedChain chain ) : IKMappingLimb
chain FullBodyBipedChain
리턴 IKMappingLimb

GetLimbMapping() 공개 메소드

Gets the limb mapping for the effector type.
public GetLimbMapping ( FullBodyBipedEffector effector ) : IKMappingLimb
effector FullBodyBipedEffector
리턴 IKMappingLimb

GetSpineMapping() 공개 메소드

Gets the spine mapping.
public GetSpineMapping ( ) : IKMappingSpine
리턴 IKMappingSpine

IsValid() 공개 메소드

public IsValid ( bool log ) : bool
log bool
리턴 bool

ReadPose() 보호된 메소드

protected ReadPose ( ) : void
리턴 void

SetChainWeights() 공개 메소드

Sets chain weights for the specified chain.
public SetChainWeights ( FullBodyBipedChain c, float pull, float reach = 0f ) : void
c FullBodyBipedChain
pull float
reach float
리턴 void

SetEffectorWeights() 공개 메소드

Sets effector weights for the specified effector.
public SetEffectorWeights ( FullBodyBipedEffector effector, float positionWeight, float rotationWeight ) : void
effector FullBodyBipedEffector
positionWeight float
rotationWeight float
리턴 void

SetLimbOrientations() 공개 메소드

Sets the bend directions of the limbs to the local axes specified by BipedLimbOrientations.
public SetLimbOrientations ( BipedLimbOrientations o ) : void
o BipedLimbOrientations
리턴 void

SetToReferences() 공개 메소드

Sets up the solver to BipedReferences and reinitiates (if in runtime).
public SetToReferences ( BipedReferences references, Transform rootNode = null ) : void
references BipedReferences Biped references.
rootNode UnityEngine.Transform Root node (optional). if null, will try to detect the root node bone automatically.
리턴 void

WritePose() 보호된 메소드

protected WritePose ( ) : void
리턴 void

프로퍼티 상세

rootNode 공개적으로 프로퍼티

The central root node (body).
public Transform,UnityEngine rootNode
리턴 UnityEngine.Transform