![]() | TwoJointIKSolver Class |
Namespace: DigitalRune.Animation.Character
The TwoJointIKSolver type exposes the following members.
Name | Description | |
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![]() | TwoJointIKSolver |
Initializes a new instance of the TwoJointIKSolver class.
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Name | Description | |
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![]() | Equals | (Inherited from Object.) |
![]() | Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) |
![]() | GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) |
![]() | GetType | Gets the Type of the current instance. (Inherited from Object.) |
![]() | MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) |
![]() | OnInvalidate |
Called when the SkeletonPose was exchanged.
(Overrides IKSolverOnInvalidate.) |
![]() | OnSolve |
Called when Solve(Single) is called.
(Overrides IKSolverOnSolve(Single).) |
![]() | Solve |
Modifies the SkeletonPose to reach the Target position.
(Inherited from IKSolver.) |
![]() | ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
---|---|---|
![]() | HingeAxis |
Gets or sets the hinge axis relative to the root bone.
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![]() | HingeBoneIndex |
Gets or sets the index of the hinge bone.
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![]() | MaxAngularVelocity |
Gets or sets the maximal angular velocity per bone.
(Inherited from IKSolver.) |
![]() | MaxHingeAngle |
Gets or sets the max hinge angle.
|
![]() | MinHingeAngle |
Gets or sets the min hinge angle.
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![]() | RootBoneIndex |
Gets or sets the index of the root bone.
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![]() | SkeletonPose |
Gets or sets the skeleton pose.
(Inherited from IKSolver.) |
![]() | Target |
Gets or sets the target position in model space.
(Inherited from IKSolver.) |
![]() | TipBoneIndex |
Gets or sets the index of the tip bone that determines the end of the chain.
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![]() | TipBoneOrientation |
Gets or sets the desired absolute tip bone rotation.
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![]() | TipOffset |
Gets or sets the tip offset relative to the tip bone.
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![]() | Weight |
Gets or sets the weight.
(Inherited from IKSolver.) |
Name | Description | |
---|---|---|
![]() ![]() | IAnimatableObjectGetAnimatablePropertyT |
Gets the property with given name and type which can be animated.
(Inherited from IKSolver.) |
![]() ![]() | IAnimatableObjectGetAnimatedProperties |
Gets the properties which are currently being animated.
(Inherited from IKSolver.) |
![]() ![]() | INamedObjectName |
Not implemented.
(Inherited from IKSolver.) |
This IKSolver modifies two bones in a bone chain. It is typically used for arms and legs. For the solver, the first bone (see RootBoneIndex) can rotate freely. The second bone (see HingeBoneIndex) is attached with a hinge. The bone chain can contain more than 2 bones (e.g. the upper leg can consist of several bones). But only 2 bones are modified. The bones are rotated so that the end of the chain (defined by TipBoneIndex) reaches the target.
Limitations of this IK solver: The bones must lie in a plane normal to the hinge axis; otherwise, the target will not be reached exactly.
See also IKSolver for more general information.