C# 클래스 SA.FullBodyIK

파일 보기 프로젝트 열기: Stereoarts/SAFullBodyIK 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
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

공개 메소드들

메소드 설명
Awake ( Transform rootTransorm_ ) : void
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 ( Quaternion q ) : Quaternion
IsFuzzy ( Vector3 lhs, Vector3 rhs, float epsilon = IKEpsilon ) : bool
IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool
IsFuzzyIdentity ( Quaternion q ) : bool
IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool
Normalize ( Quaternion q ) : Quaternion
Prefix ( Transform rootTransform_ ) : void
Prepare ( ) : bool
SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, Vector3 &dir, _DirectionAs directionAs ) : bool
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 tempBones, Transform transform, Transform excludeTransform, Side side, bool isArm ) : void
_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

비공개 메소드들

메소드 설명
SAFBIKAcos ( float cos ) : float
SAFBIKAsin ( float sin ) : float
SAFBIKComputeBasisFromXYLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY ) : bool
SAFBIKComputeBasisFromXYLockY ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY ) : bool
SAFBIKComputeBasisFromXZLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromXZLockZ ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromYZLockY ( Matrix3x3 &basis, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisFromYZLockZ ( Matrix3x3 &basis, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockX ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockY ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
SAFBIKComputeBasisLockZ ( Matrix3x3 &basis, Vector3 &dirX, Vector3 &dirY, Vector3 &dirZ ) : bool
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 ( Quaternion &quat, Matrix3x3 &mat ) : void
SAFBIKMatMult ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol0 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol1 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultCol2 ( Vector3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultGetRot ( Quaternion &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultInv0 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultInv1 ( Matrix3x3 &ret, Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultRet0 ( Matrix3x3 &lhs, Matrix3x3 &rhs ) : void
SAFBIKMatMultVec ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec ) : void
SAFBIKMatMultVecAdd ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &addVec ) : void
SAFBIKMatMultVecInv ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec ) : void
SAFBIKMatMultVecPreSub ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &subVec ) : void
SAFBIKMatMultVecPreSubAdd ( Vector3 &ret, Matrix3x3 &mat, Vector3 &vec, Vector3 &subVec, Vector3 &addVec ) : void
SAFBIKMatSetAxisAngle ( Matrix3x3 &mat, Vector3 &axis, float angle ) : void
SAFBIKMatSetRot ( Matrix3x3 &mat, Quaternion &quat ) : void
SAFBIKMatSetRotMult ( Matrix3x3 &ret, Quaternion &lhs, Quaternion &rhs ) : void
SAFBIKMatSetRotMultInv1 ( Matrix3x3 &ret, Quaternion &lhs, Quaternion &rhs ) : void
SAFBIKQuatMult ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMult3 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMult3Inv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMult3Inv1 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultInv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMultNorm ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKQuatMultNorm3 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNorm3Inv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNorm3Inv1 ( Quaternion &ret, Quaternion &q0, Quaternion &q1, Quaternion &q2 ) : void
SAFBIKQuatMultNormInv0 ( Quaternion &ret, Quaternion &q0, Quaternion &q1 ) : void
SAFBIKSin ( float a ) : float
SAFBIKSqrt ( float a ) : float
SAFBIKSqrtClamp01 ( float a ) : float
SAFBIKTan ( float a ) : float
SAFBIKVecCross ( Vector3 &ret, Vector3 &lhs, Vector3 &rhs ) : void
SAFBIKVecLength ( Vector3 &v ) : float
SAFBIKVecLength2 ( Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecLengthAndLengthSq ( float &lengthSq, Vector3 &v ) : float
SAFBIKVecLengthAndLengthSq2 ( float &lengthSq, Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecLengthSq2 ( Vector3 &lhs, Vector3 &rhs ) : float
SAFBIKVecNormalize ( Vector3 &v ) : bool
SAFBIKVecNormalize2 ( Vector3 &v0, Vector3 &v1 ) : bool
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

메소드 상세

Awake() 공개 메소드

public Awake ( Transform rootTransorm_ ) : void
rootTransorm_ UnityEngine.Transform
리턴 void

CleanupBoneTransforms() 공개 메소드

public CleanupBoneTransforms ( ) : void
리턴 void

ComputeCosTheta() 공개 정적인 메소드

public static ComputeCosTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
lenA FastLength
lenB FastLength
lenC FastLength
리턴 float

ComputeCosTheta() 공개 정적인 메소드

public static ComputeCosTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
lenASq float
lenBSq float
lenCSq float
lenB float
lenC float
리턴 float

ComputeSinTheta() 공개 정적인 메소드

public static ComputeSinTheta ( FastLength lenA, FastLength lenB, FastLength lenC ) : float
lenA FastLength
lenB FastLength
lenC FastLength
리턴 float

ComputeSinTheta() 공개 정적인 메소드

public static ComputeSinTheta ( float lenASq, float lenBSq, float lenCSq, float lenB, float lenC ) : float
lenASq float
lenBSq float
lenCSq float
lenB float
lenC float
리턴 float

ConfigureBoneTransforms() 공개 메소드

public ConfigureBoneTransforms ( ) : void
리턴 void

Destroy() 공개 메소드

public Destroy ( ) : void
리턴 void

DrawGizmos() 공개 메소드

public DrawGizmos ( ) : void
리턴 void

GetEffectorName() 공개 정적인 메소드

public static GetEffectorName ( EffectorLocation effectorLocation ) : string
effectorLocation EffectorLocation
리턴 string

Inverse() 공개 정적인 메소드

public static Inverse ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

IsFuzzy() 공개 정적인 메소드

public static IsFuzzy ( Vector3 lhs, Vector3 rhs, float epsilon = IKEpsilon ) : bool
lhs UnityEngine.Vector3
rhs UnityEngine.Vector3
epsilon float
리턴 bool

IsFuzzy() 공개 정적인 메소드

public static IsFuzzy ( float lhs, float rhs, float epsilon = IKEpsilon ) : bool
lhs float
rhs float
epsilon float
리턴 bool

IsFuzzyIdentity() 공개 정적인 메소드

public static IsFuzzyIdentity ( Quaternion q ) : bool
q UnityEngine.Quaternion
리턴 bool

IsHandFingerEffectors() 공개 정적인 메소드

public static IsHandFingerEffectors ( EffectorLocation effectorLocation ) : bool
effectorLocation EffectorLocation
리턴 bool

Normalize() 공개 정적인 메소드

public static Normalize ( Quaternion q ) : Quaternion
q UnityEngine.Quaternion
리턴 UnityEngine.Quaternion

Prefix() 공개 메소드

public Prefix ( Transform rootTransform_ ) : void
rootTransform_ UnityEngine.Transform
리턴 void

Prepare() 공개 메소드

public Prepare ( ) : bool
리턴 bool

SAFBIKComputeBasisFrom() 공개 정적인 메소드

public static SAFBIKComputeBasisFrom ( Matrix3x3 &basis, Matrix3x3 &rootBasis, Vector3 &dir, _DirectionAs directionAs ) : bool
basis Matrix3x3
rootBasis Matrix3x3
dir UnityEngine.Vector3
directionAs _DirectionAs
리턴 bool

SafeNormalize() 공개 정적인 메소드

public static SafeNormalize ( Quaternion &q ) : bool
q Quaternion
리턴 bool

Scale() 공개 정적인 메소드

public static Scale ( Vector3 lhs, Vector3 rhs ) : Vector3
lhs Vector3
rhs Vector3
리턴 Vector3

ToBoneSide() 공개 정적인 메소드

public static ToBoneSide ( BoneLocation boneLocation ) : Side
boneLocation BoneLocation
리턴 Side

ToBoneType() 공개 정적인 메소드

public static ToBoneType ( BoneLocation boneLocation ) : BoneType
boneLocation BoneLocation
리턴 BoneType

ToEffectorSide() 공개 정적인 메소드

public static ToEffectorSide ( EffectorLocation effectorLocation ) : Side
effectorLocation EffectorLocation
리턴 Side

ToEffectorType() 공개 정적인 메소드

public static ToEffectorType ( EffectorLocation effectorLocation ) : EffectorType
effectorLocation EffectorLocation
리턴 EffectorType

ToFingerIndex() 공개 정적인 메소드

public static ToFingerIndex ( BoneLocation boneLocation ) : int
boneLocation BoneLocation
리턴 int

ToFingerType() 공개 정적인 메소드

public static ToFingerType ( BoneLocation boneLocation ) : FingerType
boneLocation BoneLocation
리턴 FingerType

ToFingerType() 공개 정적인 메소드

public static ToFingerType ( EffectorLocation effectorLocation ) : FingerType
effectorLocation EffectorLocation
리턴 FingerType

ToLimbIKSide() 공개 정적인 메소드

public static ToLimbIKSide ( LimbIKLocation limbIKLocation ) : Side
limbIKLocation LimbIKLocation
리턴 Side

ToLimbIKType() 공개 정적인 메소드

public static ToLimbIKType ( LimbIKLocation limbIKLocation ) : LimbIKType
limbIKLocation LimbIKLocation
리턴 LimbIKType

Update() 공개 메소드

public Update ( ) : void
리턴 void

_Bones_PrepareUpdate() 공개 메소드

public _Bones_PrepareUpdate ( ) : void
리턴 void

_Bones_SyncDisplacement() 공개 메소드

public _Bones_SyncDisplacement ( ) : void
리턴 void

_Bones_WriteToTransform() 공개 메소드

public _Bones_WriteToTransform ( ) : void
리턴 void

_ComputeBaseHipsTransform() 공개 메소드

public _ComputeBaseHipsTransform ( ) : void
리턴 void

_ConfigureRollBones() 공개 메소드

public _ConfigureRollBones ( Bone bones, List tempBones, Transform transform, Transform excludeTransform, Side side, bool isArm ) : void
bones Bone
tempBones List
transform Transform
excludeTransform Transform
side Side
isArm bool
리턴 void

_DrawBoneGizmo() 공개 메소드

public _DrawBoneGizmo ( Bone bone, Vector3 &cameraForward ) : void
bone Bone
cameraForward Vector3
리턴 void

_FastLerpDir() 공개 정적인 메소드

public static _FastLerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
src Vector3
dst Vector3
r float
리턴 Vector3

_FitToPlane() 공개 정적인 메소드

public static _FitToPlane ( Vector3 pos, Vector3 planeDir ) : Vector3
pos Vector3
planeDir Vector3
리턴 Vector3

_FitToPlaneDir() 공개 정적인 메소드

public static _FitToPlaneDir ( Vector3 &dir, Vector3 planeDir ) : bool
dir Vector3
planeDir Vector3
리턴 bool

_IsHiddenCustomEyes() 공개 메소드

public _IsHiddenCustomEyes ( ) : bool
리턴 bool

_IsNear() 공개 정적인 메소드

public static _IsNear ( Vector3 &lhs, Vector3 &rhs ) : bool
lhs Vector3
rhs Vector3
리턴 bool

_LerpDir() 공개 정적인 메소드

public static _LerpDir ( Vector3 &src, Vector3 &dst, float r ) : Vector3
src Vector3
dst Vector3
r float
리턴 Vector3

_LimitFingerNotThumb() 공개 정적인 메소드

public static _LimitFingerNotThumb ( bool isRight, Vector3 &dir, FastAngle &limitYPlus, FastAngle &limitYMinus, FastAngle &limitZ ) : bool
isRight bool
dir Vector3
limitYPlus FastAngle
limitYMinus FastAngle
limitZ FastAngle
리턴 bool

_LimitToPlaneDirY() 공개 정적인 메소드

public static _LimitToPlaneDirY ( Vector3 &dir, Vector3 planeDir, float thetaY ) : bool
dir Vector3
planeDir Vector3
thetaY float
리턴 bool

_LimitXY() 공개 정적인 메소드

public static _LimitXY ( Vector3 &dir, float limitXMinus, float limitXPlus, float limitYMinus, float limitYPlus ) : bool
dir Vector3
limitXMinus float
limitXPlus float
limitYMinus float
limitYPlus float
리턴 bool

_LimitXY_Square() 공개 정적인 메소드

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
리턴 bool

_LimitXZ() 공개 정적인 메소드

public static _LimitXZ ( Vector3 &dir, float limiXMinus, float limiXPlus, float limiZMinus, float limiZPlus ) : bool
dir Vector3
limiXMinus float
limiXPlus float
limiZMinus float
limiZPlus float
리턴 bool

_LimitXZ_Square() 공개 정적인 메소드

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
리턴 bool

_LimitYZ() 공개 정적인 메소드

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
리턴 bool

_LimitYZ_Square() 공개 정적인 메소드

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
리턴 bool

_NormalizedTranslate() 공개 정적인 메소드

public static _NormalizedTranslate ( Vector3 &dir, Vector3 &fr, Vector3 &to ) : bool
dir Vector3
fr Vector3
to Vector3
리턴 bool

_Prefix() 공개 메소드

public _Prefix ( ) : void
리턴 void

_Prefix() 공개 메소드

public _Prefix ( Bone &bone, BoneLocation boneLocation, Bone parentBoneLocationBased ) : void
bone Bone
boneLocation BoneLocation
parentBoneLocationBased Bone
리턴 void

_Prefix() 공개 메소드

public _Prefix ( Effector &effector, EffectorLocation effectorLocation ) : void
effector Effector
effectorLocation EffectorLocation
리턴 void

_Prefix() 공개 메소드

public _Prefix ( Effector &effector, EffectorLocation effectorLocation, Effector parentEffector, Bone bones ) : void
effector Effector
effectorLocation EffectorLocation
parentEffector Effector
bones Bone
리턴 void

_Prefix() 공개 메소드

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
리턴 void

_PrepareCustomEyes() 공개 메소드

public _PrepareCustomEyes ( Quaternion &headToLeftEyeRotation, Quaternion &headToRightEyeRotation ) : bool
headToLeftEyeRotation Quaternion
headToRightEyeRotation Quaternion
리턴 bool

_ResetCustomEyes() 공개 메소드

public _ResetCustomEyes ( ) : void
리턴 void

_Rotate() 공개 정적인 메소드

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, FastAngle &angle ) : Vector3
dirX Vector3
dirY Vector3
angle FastAngle
리턴 Vector3

_Rotate() 공개 정적인 메소드

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float r ) : Vector3
dirX Vector3
dirY Vector3
r float
리턴 Vector3

_Rotate() 공개 정적인 메소드

public static _Rotate ( Vector3 &dirX, Vector3 &dirY, float cosR, float sinR ) : Vector3
dirX Vector3
dirY Vector3
cosR float
sinR float
리턴 Vector3

_SolveCustomEyes() 공개 메소드

public _SolveCustomEyes ( Matrix3x3 &neckBasis, Matrix3x3 &headBasis, Matrix3x3 &headBaseBasis ) : void
neckBasis Matrix3x3
headBasis Matrix3x3
headBaseBasis Matrix3x3
리턴 void

_UpdateInternalValues() 공개 메소드

public _UpdateInternalValues ( ) : void
리턴 void

프로퍼티 상세

bodyBones 공개적으로 프로퍼티

public BodyBones bodyBones
리턴 BodyBones

bodyEffectors 공개적으로 프로퍼티

public BodyEffectors bodyEffectors
리턴 BodyEffectors

editorSettings 공개적으로 프로퍼티

public EditorSettings editorSettings
리턴 EditorSettings

headBones 공개적으로 프로퍼티

public HeadBones headBones
리턴 HeadBones

headEffectors 공개적으로 프로퍼티

public HeadEffectors headEffectors
리턴 HeadEffectors

leftArmBones 공개적으로 프로퍼티

public ArmBones leftArmBones
리턴 ArmBones

leftArmEffectors 공개적으로 프로퍼티

public ArmEffectors leftArmEffectors
리턴 ArmEffectors

leftHandFingersBones 공개적으로 프로퍼티

public FingersBones leftHandFingersBones
리턴 FingersBones

leftHandFingersEffectors 공개적으로 프로퍼티

public FingersEffectors leftHandFingersEffectors
리턴 FingersEffectors

leftLegBones 공개적으로 프로퍼티

public LegBones leftLegBones
리턴 LegBones

leftLegEffectors 공개적으로 프로퍼티

public LegEffectors leftLegEffectors
리턴 LegEffectors

rightArmBones 공개적으로 프로퍼티

public ArmBones rightArmBones
리턴 ArmBones

rightArmEffectors 공개적으로 프로퍼티

public ArmEffectors rightArmEffectors
리턴 ArmEffectors

rightHandFingersBones 공개적으로 프로퍼티

public FingersBones rightHandFingersBones
리턴 FingersBones

rightHandFingersEffectors 공개적으로 프로퍼티

public FingersEffectors rightHandFingersEffectors
리턴 FingersEffectors

rightLegBones 공개적으로 프로퍼티

public LegBones rightLegBones
리턴 LegBones

rightLegEffectors 공개적으로 프로퍼티

public LegEffectors rightLegEffectors
리턴 LegEffectors

rootEffector 공개적으로 프로퍼티

public Effector rootEffector
리턴 Effector

rootTransform 공개적으로 프로퍼티

public Transform rootTransform
리턴 Transform

settings 공개적으로 프로퍼티

public Settings settings
리턴 Settings