public readonly record struct TwoBoneIkTargetWhat a two-bone chain is being asked to do.
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Remarks
Model space, not world space. The solver works on a pose, and a pose has no opinion about where the character is. A caller with a world-space target — a ledge, a ground hit — transforms it by the entity's inverse world matrix first, which is one matrix inverse per character rather than one per joint.
The pole is a point, not a direction. A direction has to be re-expressed every time the character turns; a point can be a socket on the character, a fixed spot in the level, or a hand-authored offset from the root, and it stays meaningful in all three.
Fields and properties (8)
public int RootThe joint at the top of the chain — a shoulder, a hip.
public int MidThe joint in the middle — an elbow, a knee.
public int TipThe joint at the end — a wrist, an ankle.
public Vector3 PositionWhere the tip should be, in model space.
public Vector3 PoleA point in model space the middle joint bends towards — where the elbow points.
public Quaternion RotationWhat the tip's orientation should be, in model space.
public float PositionWeightHow much of the way to the target to go, in [0, 1].
public float RotationWeightHow much of the tip's orientation to force, in [0, 1].
Methods (1)
public TwoBoneIkTarget(int Root, int Mid, int Tip, Vector3 Position, Vector3 Pole, Quaternion Rotation = default(Quaternion), float PositionWeight = 1, float RotationWeight = 0)What a two-bone chain is being asked to do.
Used by (2)
- IkTestsVixen.Animation.Tests
- TwoBoneIkVixen.Animation