C# Класс SA.FullBodyIK.LimbIK

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Открытые свойства

Свойство Тип Описание
_beginToBendingLength float
_beginToBendingLengthSq float
_bendingToEndLength float
_bendingToEndLengthSq float
_limbIKLocation LimbIKLocation

Открытые методы

Метод Описание
IsSolverEnabled ( ) : bool
LimbIK ( FullBodyIK fullBodyIK, LimbIKLocation limbIKLocation ) : UnityEngine
Presolve ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
PresolveBeinding ( ) : void
PresolveInternal ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, float &effectorLen, Matrix3x3 &baseBasis, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
Solve ( ) : bool
_SolveInternal ( ) : bool

Приватные методы

Метод Описание
_ComputeLocalDirXZ ( Vector3 &localDir, Vector3 &localDirXZ ) : void
_ComputeLocalDirYZ ( Vector3 &localDir, Vector3 &localDirYZ ) : void
_EndRotationLimit ( ) : void
_PrefixLegEffectorPos_Circular ( Vector3 &localEffectorTrans, float effectorLength, bool isFar ) : bool
_PrefixLegEffectorPos_Circular_Far ( Vector3 &localEffectorTrans, float effectorLength ) : bool
_PrefixLegEffectorPos_UpperNear ( Vector3 &localEffectorTrans ) : bool
_PrefixLegEffectorPos_Upper_Circular_Far ( Vector3 &localEffectorTrans, float centerPositionZ, float effectorLengthZ, float effectorLengthY ) : bool
_Prepare ( FullBodyIK fullBodyIK ) : void
_PrepareRollBones ( RollBone &rollBones, Bone bones ) : void
_RollInternal ( ) : bool
_SolveBaseBasis ( Matrix3x3 &baseBasis, Matrix3x3 &parentBaseBasis, Vector3 &effectorDir ) : void
_SolveEndRotation ( bool isSolved, Quaternion &bendingBonePrevRotation, Quaternion &endBonePrevRotation ) : bool
_SyncDisplacement ( ) : void
_SyncDisplacement_UpdateArgs ( ) : void
_UpdateArgs ( ) : void

Описание методов

IsSolverEnabled() публичный Метод

public IsSolverEnabled ( ) : bool
Результат bool

LimbIK() публичный Метод

public LimbIK ( FullBodyIK fullBodyIK, LimbIKLocation limbIKLocation ) : UnityEngine
fullBodyIK FullBodyIK
limbIKLocation LimbIKLocation
Результат UnityEngine

Presolve() публичный Метод

public Presolve ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
parentBaseBasis Matrix3x3
beginPos UnityEngine.Vector3
solvedBeginToBendingDir UnityEngine.Vector3
solvedBendingToEndDir UnityEngine.Vector3
Результат bool

PresolveBeinding() публичный Метод

public PresolveBeinding ( ) : void
Результат void

PresolveInternal() публичный Метод

public PresolveInternal ( Matrix3x3 &parentBaseBasis, Vector3 &beginPos, float &effectorLen, Matrix3x3 &baseBasis, Vector3 &solvedBeginToBendingDir, Vector3 &solvedBendingToEndDir ) : bool
parentBaseBasis Matrix3x3
beginPos UnityEngine.Vector3
effectorLen float
baseBasis Matrix3x3
solvedBeginToBendingDir UnityEngine.Vector3
solvedBendingToEndDir UnityEngine.Vector3
Результат bool

Solve() публичный Метод

public Solve ( ) : bool
Результат bool

_SolveInternal() публичный Метод

public _SolveInternal ( ) : bool
Результат bool

Описание свойств

_beginToBendingLength публичное свойство

public float _beginToBendingLength
Результат float

_beginToBendingLengthSq публичное свойство

public float _beginToBendingLengthSq
Результат float

_bendingToEndLength публичное свойство

public float _bendingToEndLength
Результат float

_bendingToEndLengthSq публичное свойство

public float _bendingToEndLengthSq
Результат float

_limbIKLocation публичное свойство

public LimbIKLocation _limbIKLocation
Результат LimbIKLocation