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VRMSpringBonePhysicsStrategy
Class VRMSpringBonePhysicsStrategy
Hierarchy
VRMSpringBonePhysicsStrategy
Implements
PhysicsStrategy
Index
Constructors
constructor
Properties
__bone
Axis
__current
Tail
__initalized
__length
__local
Child
Position
__local
Dir
__local
Rotation
__prev
Tail
__transform
__bone
Groups
__collider
Groups
__tmp_
quat
__tmp_
vec3
__tmp_
vec3_
2
Accessors
head
is
Initialized
parent
Rotation
tail
Methods
apply
Rotation
calc
Parent
Delta
Recursivle
collision
initialize
update
add
Collider
Group
get
Collider
Groups
initialize
set
Bone
Groups
update
update
Inner
Constructors
constructor
new VRMSpring
Bone
Physics
Strategy
(
)
:
VRMSpringBonePhysicsStrategy
Returns
VRMSpringBonePhysicsStrategy
Properties
Private
__bone
Axis
__bone
Axis
:
Vector3
= ...
Private
__current
Tail
__current
Tail
:
Vector3
= ...
Private
__initalized
__initalized
:
boolean
= false
Private
__length
__length
:
number
= 0
Private
__local
Child
Position
__local
Child
Position
:
Vector3
= ...
Private
__local
Dir
__local
Dir
:
Vector3
= ...
Private
__local
Rotation
__local
Rotation
:
IQuaternion
= ...
Private
__prev
Tail
__prev
Tail
:
Vector3
= ...
Private
Optional
__transform
__transform
?:
SceneGraphComponent
Static
Private
__bone
Groups
__bone
Groups
:
VRMSpringBoneGroup
[]
= []
Static
Private
__collider
Groups
__collider
Groups
:
Map
<
number
,
VRMColliderGroup
>
= ...
Static
Private
__tmp_
quat
__tmp_
quat
:
MutableQuaternion
= ...
Static
Private
__tmp_
vec3
__tmp_
vec3
:
MutableVector3
= ...
Static
Private
__tmp_
vec3_
2
__tmp_
vec3_
2
:
MutableVector3
= ...
Accessors
head
get
head
(
)
:
SceneGraphComponent
Returns
SceneGraphComponent
is
Initialized
get
isInitialized
(
)
:
boolean
Returns
boolean
parent
Rotation
get
parentRotation
(
)
:
Quaternion
Returns
Quaternion
tail
get
tail
(
)
:
Vector3
Returns
Vector3
Methods
apply
Rotation
apply
Rotation
(
nextTail
:
Vector3
)
:
Quaternion
Parameters
nextTail:
Vector3
Returns
Quaternion
calc
Parent
Delta
Recursivle
calc
Parent
Delta
Recursivle
(
sceneGraph
:
SceneGraphComponent
)
:
void
Parameters
sceneGraph:
SceneGraphComponent
Returns
void
collision
collision
(
collisionGroups
:
VRMColliderGroup
[]
, nextTail
:
Vector3
, boneHitRadius
:
number
)
:
Vector3
Parameters
collisionGroups:
VRMColliderGroup
[]
nextTail:
Vector3
boneHitRadius:
number
Returns
Vector3
initialize
initialize
(
transform
:
SceneGraphComponent
, localChildPosition
:
Vector3
, center
?:
SceneGraphComponent
)
:
void
Parameters
transform:
SceneGraphComponent
localChildPosition:
Vector3
Optional
center:
SceneGraphComponent
Returns
void
update
update
(
stiffnessForce
:
number
, dragForce
:
number
, external
:
Vector3
, collisionGroups
:
VRMColliderGroup
[]
, boneHitRadius
:
number
, center
?:
SceneGraphComponent
)
:
void
Parameters
stiffnessForce:
number
dragForce:
number
external:
Vector3
collisionGroups:
VRMColliderGroup
[]
boneHitRadius:
number
Optional
center:
SceneGraphComponent
Returns
void
Static
add
Collider
Group
add
Collider
Group
(
index
:
number
, group
:
VRMColliderGroup
)
:
void
Parameters
index:
number
group:
VRMColliderGroup
Returns
void
Static
get
Collider
Groups
get
Collider
Groups
(
indices
:
number
[]
)
:
VRMColliderGroup
[]
Parameters
indices:
number
[]
Returns
VRMColliderGroup
[]
Static
initialize
initialize
(
sceneGraph
:
SceneGraphComponent
)
:
void
Parameters
sceneGraph:
SceneGraphComponent
Returns
void
Static
set
Bone
Groups
set
Bone
Groups
(
sgs
:
VRMSpringBoneGroup
[]
)
:
void
Parameters
sgs:
VRMSpringBoneGroup
[]
Returns
void
Static
update
update
(
)
:
void
Returns
void
Static
update
Inner
update
Inner
(
sceneGraphs
:
SceneGraphComponent
[]
, boneGroup
:
VRMSpringBoneGroup
)
:
void
Parameters
sceneGraphs:
SceneGraphComponent
[]
boneGroup:
VRMSpringBoneGroup
Returns
void
Exports
VRMSpring
Bone
Physics
Strategy
constructor
__bone
Axis
__current
Tail
__initalized
__length
__local
Child
Position
__local
Dir
__local
Rotation
__prev
Tail
__transform
__bone
Groups
__collider
Groups
__tmp_
quat
__tmp_
vec3
__tmp_
vec3_
2
head
is
Initialized
parent
Rotation
tail
apply
Rotation
calc
Parent
Delta
Recursivle
collision
initialize
update
add
Collider
Group
get
Collider
Groups
initialize
set
Bone
Groups
update
update
Inner
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