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<!DOCTYPE html> | ||
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<html> | ||
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<head> | ||
<meta charset="utf-8"> | ||
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<title>Class AnimationUtilities | ||
| Unity-Movement Documentation </title> | ||
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<article class="content wrap" id="_content" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities"> | ||
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<h1 id="Oculus_Movement_AnimationRigging_AnimationUtilities" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities" class="text-break">Class AnimationUtilities | ||
</h1> | ||
<div class="markdown level0 summary"><p>Provides convenient algorithms to assist | ||
with animation rigging work.</p> | ||
</div> | ||
<div class="markdown level0 conceptual"></div> | ||
<div class="inheritance"> | ||
<h5>Inheritance</h5> | ||
<div class="level0"><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">Object</a></div> | ||
<div class="level1"><span class="xref">AnimationUtilities</span></div> | ||
</div> | ||
<h6><strong>Namespace</strong>: <a class="xref" href="Oculus.Movement.AnimationRigging.html">Oculus.Movement.AnimationRigging</a></h6> | ||
<h6><strong>Assembly</strong>: cs.temp.dll.dll</h6> | ||
<h5 id="Oculus_Movement_AnimationRigging_AnimationUtilities_syntax">Syntax</h5> | ||
<div class="codewrapper"> | ||
<pre><code class="lang-csharp hljs">public static class AnimationUtilities</code></pre> | ||
</div> | ||
<h3 id="methods">Methods | ||
</h3> | ||
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<a id="Oculus_Movement_AnimationRigging_AnimationUtilities_GetBoneRotationWithEffectorTowardGoal_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.GetBoneRotationWithEffectorTowardGoal*"></a> | ||
<h4 id="Oculus_Movement_AnimationRigging_AnimationUtilities_GetBoneRotationWithEffectorTowardGoal_Transform_Transform_Vector3_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.GetBoneRotationWithEffectorTowardGoal(Transform,Transform,Vector3)">GetBoneRotationWithEffectorTowardGoal(Transform, Transform, Vector3)</h4> | ||
<div class="markdown level1 summary"><p>Gets the rotation of a bone toward the goal with an effector.</p> | ||
</div> | ||
<div class="markdown level1 conceptual"></div> | ||
<h5 class="decalaration">Declaration</h5> | ||
<div class="codewrapper"> | ||
<pre><code class="lang-csharp hljs">public static Quaternion GetBoneRotationWithEffectorTowardGoal(Transform effector, Transform bone, Vector3 goalPosition)</code></pre> | ||
</div> | ||
<h5 class="parameters">Parameters</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Name</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><span class="xref">Transform</span></td> | ||
<td><span class="parametername">effector</span></td> | ||
<td><p>The effector transform.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><span class="xref">Transform</span></td> | ||
<td><span class="parametername">bone</span></td> | ||
<td><p>The bone transform.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><span class="xref">Vector3</span></td> | ||
<td><span class="parametername">goalPosition</span></td> | ||
<td><p>The goal position.</p> | ||
</td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
<h5 class="returns">Returns</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><span class="xref">Quaternion</span></td> | ||
<td><p>The desired bone rotation.</p> | ||
</td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
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<a id="Oculus_Movement_AnimationRigging_AnimationUtilities_SolveCCDIK_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.SolveCCDIK*"></a> | ||
<h4 id="Oculus_Movement_AnimationRigging_AnimationUtilities_SolveCCDIK_Transform___Vector3_System_Single_System_Single_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.SolveCCDIK(Transform[],Vector3,System.Single,System.Single)">SolveCCDIK(Transform[], Vector3, Single, Single)</h4> | ||
<div class="markdown level1 summary"><p>Cyclic Coordinate Descent IK algorithm implementation. This rotates each bone in the chain so | ||
that the effector bone will reach the target position. An example of this usage is rotating the entire arm | ||
so that the specified hand can match the tracked hand position.</p> | ||
</div> | ||
<div class="markdown level1 conceptual"></div> | ||
<h5 class="decalaration">Declaration</h5> | ||
<div class="codewrapper"> | ||
<pre><code class="lang-csharp hljs">public static bool SolveCCDIK(Transform[] bones, Vector3 targetPosition, float tolerance, float maxIterations)</code></pre> | ||
</div> | ||
<h5 class="parameters">Parameters</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Name</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><span class="xref">Transform</span>[]</td> | ||
<td><span class="parametername">bones</span></td> | ||
<td><p>The bones in the chain.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><span class="xref">Vector3</span></td> | ||
<td><span class="parametername">targetPosition</span></td> | ||
<td><p>The target position.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">Single</a></td> | ||
<td><span class="parametername">tolerance</span></td> | ||
<td><p>The maximum distance allowed between the effector and target position.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">Single</a></td> | ||
<td><span class="parametername">maxIterations</span></td> | ||
<td><p>The maximum number of iterations</p> | ||
</td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
<h5 class="returns">Returns</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">Boolean</a></td> | ||
<td><p>True if the IK was successful at positioning the effector at the target position.</p> | ||
</td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
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<a id="Oculus_Movement_AnimationRigging_AnimationUtilities_SolveFABRIK_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.SolveFABRIK*"></a> | ||
<h4 id="Oculus_Movement_AnimationRigging_AnimationUtilities_SolveFABRIK_Transform___System_Single___Vector3_System_Single_System_Int32_System_Boolean_" data-uid="Oculus.Movement.AnimationRigging.AnimationUtilities.SolveFABRIK(Transform[],System.Single[],Vector3,System.Single,System.Int32,System.Boolean)">SolveFABRIK(Transform[], Single[], Vector3, Single, Int32, Boolean)</h4> | ||
<div class="markdown level1 summary"><p>Runs FABRIK, or Forward And Backward Reaching Inverse Kinematics, | ||
algorithm on joints so that the end effector moves to the desired | ||
target, and its children move with it. The joints can be an IK chain | ||
representing a finger, where the tip moves toward the target and the | ||
joints behind it are translated as well. | ||
From: Aristidou A, Lasenby J. FABRIK: A fast, iterative solver for | ||
the Inverse Kinematics problem. Graphical Models 2011; 73(5): 243–260.</p> | ||
</div> | ||
<div class="markdown level1 conceptual"></div> | ||
<h5 class="decalaration">Declaration</h5> | ||
<div class="codewrapper"> | ||
<pre><code class="lang-csharp hljs">public static bool SolveFABRIK(Transform[] joints, float[] distanceToNextJoint, Vector3 target, float targetTolerance, int maxIterations = 10, bool solveRotations = false)</code></pre> | ||
</div> | ||
<h5 class="parameters">Parameters</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Name</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><span class="xref">Transform</span>[]</td> | ||
<td><span class="parametername">joints</span></td> | ||
<td><p>Joint transforms.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">Single</a>[]</td> | ||
<td><span class="parametername">distanceToNextJoint</span></td> | ||
<td><p>Distances from current joint to following.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><span class="xref">Vector3</span></td> | ||
<td><span class="parametername">target</span></td> | ||
<td><p>Target position.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">Single</a></td> | ||
<td><span class="parametername">targetTolerance</span></td> | ||
<td><p>If target is reachable, the max distance between end | ||
effector and target.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">Int32</a></td> | ||
<td><span class="parametername">maxIterations</span></td> | ||
<td><p>Max iterations to run.</p> | ||
</td> | ||
</tr> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">Boolean</a></td> | ||
<td><span class="parametername">solveRotations</span></td> | ||
<td></td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
<h5 class="returns">Returns</h5> | ||
<table class="table table-bordered table-striped table-condensed"> | ||
<thead> | ||
<tr> | ||
<th>Type</th> | ||
<th>Description</th> | ||
</tr> | ||
</thead> | ||
<tbody> | ||
<tr> | ||
<td><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">Boolean</a></td> | ||
<td><p>True if succesful, false if not.</p> | ||
</td> | ||
</tr> | ||
</tbody> | ||
</table> | ||
</article> | ||
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