Creates a new VRMSpring instance with the specified root bone.
The scene graph component that will serve as the root bone for this spring bone system
Collection of tags associated with this object
Array of spring bones that will be affected by physics simulation
Optional center reference point for spring bone calculations
Array of collider groups that define collision boundaries for spring bones
The root bone component that serves as the base for the spring bone system
Static
Readonly
InvalidInvalid object UID constant
Static
currentCurrent maximum object count for UID generation
Gets the unique object identifier
The object's UID
Gets the unique name of this object
The unique name string
Internal
Copies tag data from another RnObject instance to this object
The source RnObject to copy tags from
Checks if this object has all the specified tags with exactly matching values
Object containing tag names as keys and expected values
True if all specified tags exist with matching values, false otherwise
Checks if the object's combined tag string contains all the provided search strings. This allows for flexible searching within tag names and values.
Array of strings that must all be present in the combined tag string
True if all strings are found in the combined tag string, false otherwise
Attempts to set a tag on this object. If the tag already exists, it will be replaced.
The tag object containing the name and value to set
True if the tag was successfully set, false if the tag name contains invalid characters
Attempts to set a unique name for this object
The desired unique name
If true, appends UID to make name unique when conflicts occur; if false, fails on conflict
True if the name was successfully set, false if there was a conflict and toAddNameIfConflict was false
Static
_resetStatic
getStatic
getStatic
searchSearches for the first object that has a specific tag with the given value
The tag name to search for
The tag value to match
WeakRef to the first matching object, or undefined if not found
Represents a VRM spring bone system that manages physics simulation for character bones. This class handles the configuration and management of spring bones, collider groups, and their interactions within the VRM specification.
Example