TwoJointIKSolver Class |
Namespace: DigitalRune.Animation.Character
The TwoJointIKSolver type exposes the following members.
Name | Description | |
---|---|---|
TwoJointIKSolver |
Initializes a new instance of the TwoJointIKSolver class.
|
Name | Description | |
---|---|---|
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.
| |
HingeBoneIndex |
Gets or sets the index of the hinge bone.
| |
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.
| |
RootBoneIndex |
Gets or sets the index of the root bone.
| |
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.
| |
TipBoneOrientation |
Gets or sets the desired absolute tip bone rotation.
| |
TipOffset |
Gets or sets the tip offset relative to the tip bone.
| |
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.