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void | MaintainRotation () |
| Used to record rotation of the last bone for one frame. If MaintainRotation is not called and maintainRotationWeight > 0, the solver will maintain the rotation of the last bone as it was before solving the IK. You will probably need this if you wanted to maintain the animated rotation of a foot despite of any other IK solver that manipulates its parents' rotation. So you would call MaintainRotation() in LateUpdate() after animation and before updating the Spine IK solver that would change the foot's rotation. More...
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void | MaintainBend () |
| If Auto Bend is on "Animation', MaintainBend() can be used to set the bend axis relative to the first bone's rotation. More...
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void | SetBendGoalPosition (Vector3 goalPosition, float weight) |
| Sets the bend goal position. More...
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void | SetBendPlaneToCurrent () |
| Sets the bend plane to match current bone rotations. More...
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void | SetIKRotation (Quaternion rotation) |
| Sets the IK rotation. More...
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void | SetIKRotationWeight (float weight) |
| Sets the IK rotation weight. More...
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Quaternion | GetIKRotation () |
| Gets the IK rotation. More...
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float | GetIKRotationWeight () |
| Gets the IK rotation weight. More...
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override IKSolver.Point[] | GetPoints () |
| Gets all the points used by the solver. More...
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override IKSolver.Point | GetPoint (Transform transform) |
| Gets the point with the specified Transform. More...
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override void | StoreDefaultLocalState () |
| Stores the default local state for the bones used by the solver. More...
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override void | FixTransforms () |
| Fixes all the Transforms used by the solver to their initial state. More...
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override bool | IsValid (ref string message) |
| Determines whether this instance is valid or not. If returns false, also fills in an error message. More...
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bool | SetChain (Transform bone1, Transform bone2, Transform bone3, Transform root) |
| Reinitiate the solver with new bone Transforms. More...
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bool | IsValid () |
| Determines whether this instance is valid or not. More...
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void | Initiate (Transform root) |
| Initiate the solver with specified root Transform. Use only if this IKSolver is not a member of an IK component. More...
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void | Update () |
| Updates the IK solver. Use only if this IKSolver is not a member of an IK component or the IK component has been disabled and you intend to manually control the updating. More...
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virtual Vector3 | GetIKPosition () |
| Gets the IK position. NOTE: You are welcome to read IKPosition directly, this method is here only to match the Unity's built in IK API. More...
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void | SetIKPosition (Vector3 position) |
| Sets the IK position. NOTE: You are welcome to set IKPosition directly, this method is here only to match the Unity's built in IK API. More...
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float | GetIKPositionWeight () |
| Gets the IK position weight. NOTE: You are welcome to read IKPositionWeight directly, this method is here only to match the Unity's built in IK API. More...
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void | SetIKPositionWeight (float weight) |
| Sets the IK position weight. NOTE: You are welcome to set IKPositionWeight directly, this method is here only to match the Unity's built in IK API. More...
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Transform | GetRoot () |
| Gets the root Transform. More...
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delegate void | UpdateDelegate () |
| Delegates solver update events. More...
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delegate void | IterationDelegate (int i) |
| Delegates solver iteration events. More...
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Extends IKSolverTrigonometric to add automatic bend and rotation modes.