C# Class SA.FullBodyIK.BodyIK.SolverInternal

显示文件 Open project: Stereoarts/SAFullBodyIK

Public Properties

Property Type Description
_armBones Bone[]
_armEffectors Effector[]
_centerArmPos UnityEngine.Vector3
_centerLegBasis Matrix3x3
_centerLegBoneBasisInv Matrix3x3
_centerLegPos UnityEngine.Vector3
_headEffector Effector
_limbIK LimbIK[]
_neckEffector Effector
_shouderLocalAxisYInv bool[]
_shoulderBones Bone[]
_solverCaches SolverCaches
_spineBones Bone[]
_spineUBasis Matrix3x3
_spineUBoneLocalAxisBasisInv Matrix3x3
_wristEffectors Effector[]
armPos UnityEngine.Vector3[]
arms Limb
headEnabled bool
headPos UnityEngine.Vector3
internalValues InternalValues
legPos UnityEngine.Vector3[]
legs Limb
nearArmPos UnityEngine.Vector3[]
neckPos UnityEngine.Vector3
origAxis UnityEngine.Vector3[]
origFeedbackRate float[]
origTheta float[]
origToBeginDir UnityEngine.Vector3[]
origToTargetBeginDir UnityEngine.Vector3[]
origTranslate UnityEngine.Vector3[]
settings Settings
shoulderPos UnityEngine.Vector3[]
spinePos UnityEngine.Vector3[]
targetCenterArmDir UnityEngine.Vector3
targetCenterArmEnabled bool
targetCenterArmPos UnityEngine.Vector3

Public Methods

Method Description
Backup ( ) : void
LowerRotation ( int origIndex, Matrix3x3 &origBasis, bool bodyRotation ) : void
LowerRotation ( int origIndex, Quaternion &origRotation, bool bodyRotation ) : void
LowerTranslateBeginOnly ( Vector3 &origTranslate ) : void
PrepareLowerRotation ( int origIndex ) : bool
PrepareLowerTranslate ( ) : bool
Restore ( ) : void
SetDirtyVariables ( ) : void
SetSolveFeedbackRate ( float feedbackRate ) : void
SetSolveFeedbackRate ( int i, float feedbackRate ) : void
ShoulderResolve ( ) : bool
SolveLowerRotation ( int origIndex, Quaternion &origRotation ) : bool
SolveLowerTranslate ( Vector3 &translate ) : bool
SolveShoulderToArmInternal ( int i, Vector3 &destArmPos ) : void
SolverInternal ( ) : UnityEngine
Translate ( Vector3 &origTranslate ) : void
UpperRotation ( int origIndex, Matrix3x3 &origBasis ) : void
UpperSolve ( ) : bool
_LimbTranslateBeginOnly ( Limb limb, Vector3 &origTranslate ) : void
_PrepareLimbRotation ( Limb limb, int i, int origIndex, Vector3 &beginPos ) : bool
_SetCenterArmPos ( Vector3 &centerArmPos ) : void
_SetCenterLegPos ( Vector3 &centerLegPos ) : void
_SolveArms ( _UpperSolverArmsTemp &armsTemp, int idx0 ) : void
_SolveArmsToArms ( _UpperSolverArmsTemp &armsTemp, float armPull, int idx0 ) : void
_SolveArmsToNeck ( _UpperSolverArmsTemp &armsTemp, float neckToFullArmPull, int idx0 ) : void
_UpdateCenterArmPos ( ) : void
_UpdateCenterLegBasis ( ) : void
_UpdateCenterLegPos ( ) : void
_UpdateSpineUBasis ( ) : void

Private Methods

Method Description
_PrepareLimbTranslate ( Limb limb, int i, Vector3 &beginPos ) : bool
_SolveLimbRotation ( Limb limb, int origIndex, Quaternion &origRotation ) : bool
_SolveLimbTranslate ( Limb limb, Vector3 &origTranslate ) : bool

Method Details

Backup() public method

public Backup ( ) : void
return void

LowerRotation() public method

public LowerRotation ( int origIndex, Matrix3x3 &origBasis, bool bodyRotation ) : void
origIndex int
origBasis Matrix3x3
bodyRotation bool
return void

LowerRotation() public method

public LowerRotation ( int origIndex, Quaternion &origRotation, bool bodyRotation ) : void
origIndex int
origRotation UnityEngine.Quaternion
bodyRotation bool
return void

LowerTranslateBeginOnly() public method

public LowerTranslateBeginOnly ( Vector3 &origTranslate ) : void
origTranslate UnityEngine.Vector3
return void

PrepareLowerRotation() public method

public PrepareLowerRotation ( int origIndex ) : bool
origIndex int
return bool

PrepareLowerTranslate() public method

public PrepareLowerTranslate ( ) : bool
return bool

Restore() public method

public Restore ( ) : void
return void

SetDirtyVariables() public method

public SetDirtyVariables ( ) : void
return void

SetSolveFeedbackRate() public method

public SetSolveFeedbackRate ( float feedbackRate ) : void
feedbackRate float
return void

SetSolveFeedbackRate() public method

public SetSolveFeedbackRate ( int i, float feedbackRate ) : void
i int
feedbackRate float
return void

ShoulderResolve() public method

public ShoulderResolve ( ) : bool
return bool

SolveLowerRotation() public method

public SolveLowerRotation ( int origIndex, Quaternion &origRotation ) : bool
origIndex int
origRotation UnityEngine.Quaternion
return bool

SolveLowerTranslate() public method

public SolveLowerTranslate ( Vector3 &translate ) : bool
translate UnityEngine.Vector3
return bool

SolveShoulderToArmInternal() public method

public SolveShoulderToArmInternal ( int i, Vector3 &destArmPos ) : void
i int
destArmPos UnityEngine.Vector3
return void

SolverInternal() public method

public SolverInternal ( ) : UnityEngine
return UnityEngine

Translate() public method

public Translate ( Vector3 &origTranslate ) : void
origTranslate UnityEngine.Vector3
return void

UpperRotation() public method

public UpperRotation ( int origIndex, Matrix3x3 &origBasis ) : void
origIndex int
origBasis Matrix3x3
return void

UpperSolve() public method

public UpperSolve ( ) : bool
return bool

_LimbTranslateBeginOnly() public method

public _LimbTranslateBeginOnly ( Limb limb, Vector3 &origTranslate ) : void
limb Limb
origTranslate UnityEngine.Vector3
return void

_PrepareLimbRotation() public method

public _PrepareLimbRotation ( Limb limb, int i, int origIndex, Vector3 &beginPos ) : bool
limb Limb
i int
origIndex int
beginPos UnityEngine.Vector3
return bool

_SetCenterArmPos() public method

public _SetCenterArmPos ( Vector3 &centerArmPos ) : void
centerArmPos UnityEngine.Vector3
return void

_SetCenterLegPos() public method

public _SetCenterLegPos ( Vector3 &centerLegPos ) : void
centerLegPos UnityEngine.Vector3
return void

_SolveArms() public method

public _SolveArms ( _UpperSolverArmsTemp &armsTemp, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
idx0 int
return void

_SolveArmsToArms() public method

public _SolveArmsToArms ( _UpperSolverArmsTemp &armsTemp, float armPull, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
armPull float
idx0 int
return void

_SolveArmsToNeck() public method

public _SolveArmsToNeck ( _UpperSolverArmsTemp &armsTemp, float neckToFullArmPull, int idx0 ) : void
armsTemp _UpperSolverArmsTemp
neckToFullArmPull float
idx0 int
return void

_UpdateCenterArmPos() public method

public _UpdateCenterArmPos ( ) : void
return void

_UpdateCenterLegBasis() public method

public _UpdateCenterLegBasis ( ) : void
return void

_UpdateCenterLegPos() public method

public _UpdateCenterLegPos ( ) : void
return void

_UpdateSpineUBasis() public method

public _UpdateSpineUBasis ( ) : void
return void

Property Details

_armBones public_oe property

public Bone[] _armBones
return Bone[]

_armEffectors public_oe property

public Effector[] _armEffectors
return Effector[]

_centerArmPos public_oe property

public Vector3,UnityEngine _centerArmPos
return UnityEngine.Vector3

_centerLegBasis public_oe property

public Matrix3x3 _centerLegBasis
return Matrix3x3

_centerLegBoneBasisInv public_oe property

public Matrix3x3 _centerLegBoneBasisInv
return Matrix3x3

_centerLegPos public_oe property

public Vector3,UnityEngine _centerLegPos
return UnityEngine.Vector3

_headEffector public_oe property

public Effector _headEffector
return Effector

_limbIK public_oe property

public LimbIK[] _limbIK
return LimbIK[]

_neckEffector public_oe property

public Effector _neckEffector
return Effector

_shouderLocalAxisYInv public_oe property

public bool[] _shouderLocalAxisYInv
return bool[]

_shoulderBones public_oe property

public Bone[] _shoulderBones
return Bone[]

_solverCaches public_oe property

public SolverCaches _solverCaches
return SolverCaches

_spineBones public_oe property

public Bone[] _spineBones
return Bone[]

_spineUBasis public_oe property

public Matrix3x3 _spineUBasis
return Matrix3x3

_spineUBoneLocalAxisBasisInv public_oe property

public Matrix3x3 _spineUBoneLocalAxisBasisInv
return Matrix3x3

_wristEffectors public_oe property

public Effector[] _wristEffectors
return Effector[]

armPos public_oe property

public Vector3[],UnityEngine armPos
return UnityEngine.Vector3[]

arms public_oe property

public Limb arms
return Limb

headEnabled public_oe property

public bool headEnabled
return bool

headPos public_oe property

public Vector3,UnityEngine headPos
return UnityEngine.Vector3

internalValues public_oe property

public InternalValues internalValues
return InternalValues

legPos public_oe property

public Vector3[],UnityEngine legPos
return UnityEngine.Vector3[]

legs public_oe property

public Limb legs
return Limb

nearArmPos public_oe property

public Vector3[],UnityEngine nearArmPos
return UnityEngine.Vector3[]

neckPos public_oe property

public Vector3,UnityEngine neckPos
return UnityEngine.Vector3

origAxis public_oe property

public Vector3[],UnityEngine origAxis
return UnityEngine.Vector3[]

origFeedbackRate public_oe property

public float[] origFeedbackRate
return float[]

origTheta public_oe property

public float[] origTheta
return float[]

origToBeginDir public_oe property

public Vector3[],UnityEngine origToBeginDir
return UnityEngine.Vector3[]

origToTargetBeginDir public_oe property

public Vector3[],UnityEngine origToTargetBeginDir
return UnityEngine.Vector3[]

origTranslate public_oe property

public Vector3[],UnityEngine origTranslate
return UnityEngine.Vector3[]

settings public_oe property

public Settings settings
return Settings

shoulderPos public_oe property

public Vector3[],UnityEngine shoulderPos
return UnityEngine.Vector3[]

spinePos public_oe property

public Vector3[],UnityEngine spinePos
return UnityEngine.Vector3[]

targetCenterArmDir public_oe property

public Vector3,UnityEngine targetCenterArmDir
return UnityEngine.Vector3

targetCenterArmEnabled public_oe property

public bool targetCenterArmEnabled
return bool

targetCenterArmPos public_oe property

public Vector3,UnityEngine targetCenterArmPos
return UnityEngine.Vector3