wHiteRabbiT-sTudio Framework
wHiteRabbiT.Unity.Rig.Bone Class Reference
Inheritance diagram for wHiteRabbiT.Unity.Rig.Bone:

Classes

class  AngleLimits
 
class  FloatLimits
 

Public Types

enum  AxeColor {
  AxeColor.Right, AxeColor.RightNeg, AxeColor.Up, AxeColor.UpNeg,
  AxeColor.Forward, AxeColor.ForwardNeg, AxeColor.Right, AxeColor.RightNeg,
  AxeColor.Up, AxeColor.UpNeg, AxeColor.Forward, AxeColor.ForwardNeg
}
 
enum  AxeColor {
  AxeColor.Right, AxeColor.RightNeg, AxeColor.Up, AxeColor.UpNeg,
  AxeColor.Forward, AxeColor.ForwardNeg, AxeColor.Right, AxeColor.RightNeg,
  AxeColor.Up, AxeColor.UpNeg, AxeColor.Forward, AxeColor.ForwardNeg
}
 

Public Member Functions

void EnableSaveState (bool enabled)
 
void RestoreEnabled ()
 
void RestoreEnabled (float duration)
 
List< BoneGetChildrenDepthRec (int Depth)
 
Vector3 SwitchInit (AxeColor axeColor)
 
Vector3 Switch (AxeColor axeColor)
 
Vector3 SwitchId (AxeColor axeColor)
 
void Awake ()
 
void Start ()
 
void ReCalcul ()
 
void Update ()
 
void FixedUpdate ()
 
void StretchTo (Vector3 p)
 
bool Collide (Vector3 p)
 
Vector2 GetMinMaxPitch (float yaw)
 
Vector3 LocalYawPitchRoll ()
 
void ApplyLimit ()
 
void PushEnd ()
 
void SolvePushed ()
 
bool Solve (Vector3 p)
 
void SolveRec (Vector3 p)
 
void OnGUI ()
 
void EnableSaveState (bool enabled)
 
void RestoreEnabled ()
 
void RestoreEnabled (float duration)
 
List< BoneGetChildrenDepthRec (int Depth)
 
Vector3 SwitchInit (AxeColor axeColor)
 
Vector3 Switch (AxeColor axeColor)
 
Vector3 SwitchId (AxeColor axeColor)
 
void Awake ()
 
void Start ()
 
void ReCalcul ()
 
void Update ()
 
void FixedUpdate ()
 
void StretchTo (Vector3 p)
 
Vector2 GetMinMaxPitch (float yaw)
 
Vector3 LocalYawPitchRoll ()
 
void ApplyLimit ()
 
void OnGUI ()
 

Public Attributes

bool Attached = true
 
bool FreezeYaw
 
bool FreezePitch
 
bool FreezeRoll
 
bool FreezeAll
 
Transform PoleTarget
 
float GizmoScale = 0.03f
 
float DefaultLength = 10
 
AxeColor AxeRollX = AxeColor.Right
 
AxeColor AxeDirectionY = AxeColor.Up
 
AxeColor AxeRollZ = AxeColor.Forward
 
bool MovePosition = false
 
float K = 10
 
bool ShowPhysicsGizmo
 
float PhysicsDensity = 10.0f
 
float PhysicsScale = 0.1f
 
LayerMask CollisionMask
 
Vector3 OldRoot
 
Vector3 OldRoot2
 
Vector3 OldEnd
 
Vector3 OldEnd2
 
float OldDt
 
bool AlwaysShowLimits
 
AnimationCurve limitCurveMin
 
AnimationCurve limitCurveMax
 
float RollV
 

Protected Member Functions

void Init ()
 
void AlignTriedre ()
 
bool Solve (Vector3 p, bool collisionTest)
 
void Init ()
 
void AlignTriedre ()
 

Protected Attributes

bool wasEnabled = true
 
float FromTime
 
float ToTime
 
List< Bone_boneChildren
 
List< Bone_boneConstraintChildren
 
Bone _parentBone
 
BoneConstraintKinematics _bKinematics
 
Transform _parentInitial
 
float _length = -1
 
Vector3 right
 
Vector3 up
 
Vector3 forward
 
AxeColor oldAxeRoll1
 
AxeColor oldAxeDirection
 
AxeColor oldAxeRoll2
 
Vector3 init_Right
 
Vector3 init_Up
 
Vector3 init_Forward
 
float Yaw0
 
int NbFixedUpdate
 
float _length0 = -1
 
Quaternion rotInitial
 
Vector3 startInitial
 
Vector3 startDecal = Vector3.zero
 
Vector3 InterRoot
 
Vector3 InterEnd
 
float InterDt
 
Vector3 pEnd
 
string info
 

Properties

float GizmoScaleTT [get]
 
List< BoneboneChildren [get]
 
List< BoneboneConstraintChildren [get]
 
Bone parentBone [get]
 
BoneConstraintKinematics bKinematics [get]
 
Transform parentInitial [get]
 
float Mass [get]
 
float length [get]
 
Vector3 Right [get]
 
Vector3 Up [get]
 
Vector3 Forward [get]
 
Vector3 TransformRollX [get]
 
Vector3 TransformDirectionY [get]
 
Vector3 TransformRollZ [get]
 
Vector3 InitialTransformRollX [get]
 
Vector3 InitialTransformDirectionY [get]
 
Vector3 InitialTransformRollZ [get]
 
Vector3 Vector3_Right [get]
 
Vector3 Vector3_Up [get]
 
Vector3 Vector3_Forward [get]
 
bool HasOldPos [get]
 
Quaternion RotInitial [get]
 
Vector3 StartInitial [get]
 
Vector3 StartDecal [get, set]
 
Vector3 Root [get, set]
 
Vector3 End [get]
 
Vector3 EndInitial [get]
 

Member Enumeration Documentation

Enumerator
Right 
RightNeg 
Up 
UpNeg 
Forward 
ForwardNeg 
Right 
RightNeg 
Up 
UpNeg 
Forward 
ForwardNeg 
Enumerator
Right 
RightNeg 
Up 
UpNeg 
Forward 
ForwardNeg 
Right 
RightNeg 
Up 
UpNeg 
Forward 
ForwardNeg 

Member Function Documentation

void wHiteRabbiT.Unity.Rig.Bone.AlignTriedre ( )
protected
void wHiteRabbiT.Unity.Rig.Bone.AlignTriedre ( )
protected
void wHiteRabbiT.Unity.Rig.Bone.ApplyLimit ( )
void wHiteRabbiT.Unity.Rig.Bone.ApplyLimit ( )
void wHiteRabbiT.Unity.Rig.Bone.Awake ( )
void wHiteRabbiT.Unity.Rig.Bone.Awake ( )
bool wHiteRabbiT.Unity.Rig.Bone.Collide ( Vector3  p)
void wHiteRabbiT.Unity.Rig.Bone.EnableSaveState ( bool  enabled)
void wHiteRabbiT.Unity.Rig.Bone.EnableSaveState ( bool  enabled)
void wHiteRabbiT.Unity.Rig.Bone.FixedUpdate ( )
void wHiteRabbiT.Unity.Rig.Bone.FixedUpdate ( )
List<Bone> wHiteRabbiT.Unity.Rig.Bone.GetChildrenDepthRec ( int  Depth)
List<Bone> wHiteRabbiT.Unity.Rig.Bone.GetChildrenDepthRec ( int  Depth)
Vector2 wHiteRabbiT.Unity.Rig.Bone.GetMinMaxPitch ( float  yaw)
Vector2 wHiteRabbiT.Unity.Rig.Bone.GetMinMaxPitch ( float  yaw)
void wHiteRabbiT.Unity.Rig.Bone.Init ( )
protected
void wHiteRabbiT.Unity.Rig.Bone.Init ( )
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.LocalYawPitchRoll ( )
Vector3 wHiteRabbiT.Unity.Rig.Bone.LocalYawPitchRoll ( )
void wHiteRabbiT.Unity.Rig.Bone.OnGUI ( )
void wHiteRabbiT.Unity.Rig.Bone.OnGUI ( )
void wHiteRabbiT.Unity.Rig.Bone.PushEnd ( )
void wHiteRabbiT.Unity.Rig.Bone.ReCalcul ( )
void wHiteRabbiT.Unity.Rig.Bone.ReCalcul ( )
void wHiteRabbiT.Unity.Rig.Bone.RestoreEnabled ( )
void wHiteRabbiT.Unity.Rig.Bone.RestoreEnabled ( )
void wHiteRabbiT.Unity.Rig.Bone.RestoreEnabled ( float  duration)
void wHiteRabbiT.Unity.Rig.Bone.RestoreEnabled ( float  duration)
bool wHiteRabbiT.Unity.Rig.Bone.Solve ( Vector3  p)
bool wHiteRabbiT.Unity.Rig.Bone.Solve ( Vector3  p,
bool  collisionTest 
)
protected
void wHiteRabbiT.Unity.Rig.Bone.SolvePushed ( )
void wHiteRabbiT.Unity.Rig.Bone.SolveRec ( Vector3  p)
void wHiteRabbiT.Unity.Rig.Bone.Start ( )
void wHiteRabbiT.Unity.Rig.Bone.Start ( )
void wHiteRabbiT.Unity.Rig.Bone.StretchTo ( Vector3  p)
void wHiteRabbiT.Unity.Rig.Bone.StretchTo ( Vector3  p)
Vector3 wHiteRabbiT.Unity.Rig.Bone.Switch ( AxeColor  axeColor)
Vector3 wHiteRabbiT.Unity.Rig.Bone.Switch ( AxeColor  axeColor)
Vector3 wHiteRabbiT.Unity.Rig.Bone.SwitchId ( AxeColor  axeColor)
Vector3 wHiteRabbiT.Unity.Rig.Bone.SwitchId ( AxeColor  axeColor)
Vector3 wHiteRabbiT.Unity.Rig.Bone.SwitchInit ( AxeColor  axeColor)
Vector3 wHiteRabbiT.Unity.Rig.Bone.SwitchInit ( AxeColor  axeColor)
void wHiteRabbiT.Unity.Rig.Bone.Update ( )
void wHiteRabbiT.Unity.Rig.Bone.Update ( )

Member Data Documentation

BoneConstraintKinematics wHiteRabbiT.Unity.Rig.Bone._bKinematics
protected
List< Bone > wHiteRabbiT.Unity.Rig.Bone._boneChildren
protected
List<Bone> wHiteRabbiT.Unity.Rig.Bone._boneConstraintChildren
protected
float wHiteRabbiT.Unity.Rig.Bone._length = -1
protected
float wHiteRabbiT.Unity.Rig.Bone._length0 = -1
protected
Bone wHiteRabbiT.Unity.Rig.Bone._parentBone
protected
Transform wHiteRabbiT.Unity.Rig.Bone._parentInitial
protected
bool wHiteRabbiT.Unity.Rig.Bone.AlwaysShowLimits
bool wHiteRabbiT.Unity.Rig.Bone.Attached = true
AxeColor wHiteRabbiT.Unity.Rig.Bone.AxeDirectionY = AxeColor.Up
AxeColor wHiteRabbiT.Unity.Rig.Bone.AxeRollX = AxeColor.Right
AxeColor wHiteRabbiT.Unity.Rig.Bone.AxeRollZ = AxeColor.Forward
LayerMask wHiteRabbiT.Unity.Rig.Bone.CollisionMask
float wHiteRabbiT.Unity.Rig.Bone.DefaultLength = 10
Vector3 wHiteRabbiT.Unity.Rig.Bone.forward
protected
bool wHiteRabbiT.Unity.Rig.Bone.FreezeAll
bool wHiteRabbiT.Unity.Rig.Bone.FreezePitch
bool wHiteRabbiT.Unity.Rig.Bone.FreezeRoll
bool wHiteRabbiT.Unity.Rig.Bone.FreezeYaw
float wHiteRabbiT.Unity.Rig.Bone.FromTime
protected
float wHiteRabbiT.Unity.Rig.Bone.GizmoScale = 0.03f
string wHiteRabbiT.Unity.Rig.Bone.info
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.init_Forward
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.init_Right
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.init_Up
protected
float wHiteRabbiT.Unity.Rig.Bone.InterDt
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.InterEnd
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.InterRoot
protected
float wHiteRabbiT.Unity.Rig.Bone.K = 10
AnimationCurve wHiteRabbiT.Unity.Rig.Bone.limitCurveMax
AnimationCurve wHiteRabbiT.Unity.Rig.Bone.limitCurveMin
bool wHiteRabbiT.Unity.Rig.Bone.MovePosition = false
int wHiteRabbiT.Unity.Rig.Bone.NbFixedUpdate
protected
AxeColor wHiteRabbiT.Unity.Rig.Bone.oldAxeDirection
protected
AxeColor wHiteRabbiT.Unity.Rig.Bone.oldAxeRoll1
protected
AxeColor wHiteRabbiT.Unity.Rig.Bone.oldAxeRoll2
protected
float wHiteRabbiT.Unity.Rig.Bone.OldDt
Vector3 wHiteRabbiT.Unity.Rig.Bone.OldEnd
Vector3 wHiteRabbiT.Unity.Rig.Bone.OldEnd2
Vector3 wHiteRabbiT.Unity.Rig.Bone.OldRoot
Vector3 wHiteRabbiT.Unity.Rig.Bone.OldRoot2
Vector3 wHiteRabbiT.Unity.Rig.Bone.pEnd
protected
float wHiteRabbiT.Unity.Rig.Bone.PhysicsDensity = 10.0f
float wHiteRabbiT.Unity.Rig.Bone.PhysicsScale = 0.1f
Transform wHiteRabbiT.Unity.Rig.Bone.PoleTarget
Vector3 wHiteRabbiT.Unity.Rig.Bone.right
protected
float wHiteRabbiT.Unity.Rig.Bone.RollV
Quaternion wHiteRabbiT.Unity.Rig.Bone.rotInitial
protected
bool wHiteRabbiT.Unity.Rig.Bone.ShowPhysicsGizmo
Vector3 wHiteRabbiT.Unity.Rig.Bone.startDecal = Vector3.zero
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.startInitial
protected
float wHiteRabbiT.Unity.Rig.Bone.ToTime
protected
Vector3 wHiteRabbiT.Unity.Rig.Bone.up
protected
bool wHiteRabbiT.Unity.Rig.Bone.wasEnabled = true
protected
float wHiteRabbiT.Unity.Rig.Bone.Yaw0
protected

Property Documentation

BoneConstraintKinematics wHiteRabbiT.Unity.Rig.Bone.bKinematics
get
List< Bone > wHiteRabbiT.Unity.Rig.Bone.boneChildren
get
List<Bone> wHiteRabbiT.Unity.Rig.Bone.boneConstraintChildren
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.End
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.EndInitial
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Forward
get
float wHiteRabbiT.Unity.Rig.Bone.GizmoScaleTT
getprotected
bool wHiteRabbiT.Unity.Rig.Bone.HasOldPos
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.InitialTransformDirectionY
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.InitialTransformRollX
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.InitialTransformRollZ
get
float wHiteRabbiT.Unity.Rig.Bone.length
get
float wHiteRabbiT.Unity.Rig.Bone.Mass
get
Bone wHiteRabbiT.Unity.Rig.Bone.parentBone
get
Transform wHiteRabbiT.Unity.Rig.Bone.parentInitial
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Right
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Root
getset
Quaternion wHiteRabbiT.Unity.Rig.Bone.RotInitial
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.StartDecal
getsetprotected
Vector3 wHiteRabbiT.Unity.Rig.Bone.StartInitial
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.TransformDirectionY
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.TransformRollX
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.TransformRollZ
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Up
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Vector3_Forward
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Vector3_Right
get
Vector3 wHiteRabbiT.Unity.Rig.Bone.Vector3_Up
get

The documentation for this class was generated from the following file: