Object that calculates IK transformations.
More...
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| IK () |
| IK constructor. More...
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Vector3 | GetTargetPosition () |
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void | UpdateAim (Vector3 targetPosition, float delay, float weight, int minIterations, int maxIterations) |
| Manipulates bones till the Target is looking towards the given target position. More...
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void | UpdateMove (Vector3 targetPosition, float delay, float weight, int minIterations, int maxIterations) |
| Manipulates bones till the Target is at the given target position. More...
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void | CalcAim (Vector3 targetPosition, int minIterations, int maxIterations) |
| Manipulates bones till the Target is looking towards the given target position. More...
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void | CalcMove (Vector3 targetPosition, int minIterations, int maxIterations) |
| Manipulates bones till the Target is at the given target position. More...
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Object that calculates IK transformations.
◆ IK()
◆ CalcAim()
void CoverShooter.IK.CalcAim |
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Vector3 |
targetPosition, |
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int |
minIterations, |
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int |
maxIterations |
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Manipulates bones till the Target is looking towards the given target position.
- Parameters
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targetPosition | Position to aim at. |
iterations | Number of iterations. |
◆ CalcMove()
void CoverShooter.IK.CalcMove |
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Vector3 |
targetPosition, |
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int |
minIterations, |
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int |
maxIterations |
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) |
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Manipulates bones till the Target is at the given target position.
- Parameters
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targetPosition | Position to move Targe to. |
iterations | Number of iterations. |
◆ GetTargetPosition()
Vector3 CoverShooter.IK.GetTargetPosition |
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◆ UpdateAim()
void CoverShooter.IK.UpdateAim |
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Vector3 |
targetPosition, |
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float |
delay, |
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float |
weight, |
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int |
minIterations, |
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int |
maxIterations |
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) |
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Manipulates bones till the Target is looking towards the given target position.
Store results and update again only after a certain amount of time has passed.
◆ UpdateMove()
void CoverShooter.IK.UpdateMove |
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Vector3 |
targetPosition, |
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float |
delay, |
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float |
weight, |
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int |
minIterations, |
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int |
maxIterations |
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) |
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Manipulates bones till the Target is at the given target position.
Store results and update again only after a certain amount of time has passed.
◆ Bones
IKBone [] CoverShooter.IK.Bones |
Chain of bones that are manipulated.
◆ Offset
Vector3 CoverShooter.IK.Offset |
Relative position of the target object relative to the parent bone in the skeleton hierarchy.
◆ OffsetOrientation
Quaternion CoverShooter.IK.OffsetOrientation = Quaternion.identity |
Orientation of the relative position.
◆ TargetParentBone
Transform CoverShooter.IK.TargetParentBone |
Current object to base IK transformations on.
The documentation for this class was generated from the following file:
- E:/Projects/tpcs/Assets/ThirdPersonCoverShooter/Scripts/Animations/IK.cs