Uses a ConfigurableJoint to make a Rigidbody follow the position and rotation (in joint space) of an animated target. More...
Classes | |
class | InternalCollisionIgnoreSettings |
Defines which muscles or muscle groups internal collisions are always ignored with. More... | |
class | Props |
The main properties of a muscle. More... | |
struct | State |
The current state of a muscle. While the similar values in the Props should be defined by the user, this multiplies or adds to them and is hidden and intended for being used by the Puppet Behaviours only. More... | |
Public Types | |
enum | Group |
Muscle Groups are used by Puppet Behaviours to discriminate body parts. More... | |
Public Attributes | |
ConfigurableJoint | joint |
The ConfigurableJoint used by this muscle. More... | |
Transform | target |
The target Transform that this muscle tries to follow. More... | |
Props | props = new Props() |
The main properties of the muscle. More... | |
State | state = State.Default |
The current state of the muscle. While the similar values in the Props should be defined by the user, this multiplies or adds to them and is hidden and intended for being used by the Puppet Behaviours only. More... | |
int[] | parentIndexes = new int[0] |
The indexes (of the PuppetMaster.muscles array) of all the parent muscles of this muscle. More... | |
int[] | childIndexes = new int[0] |
The indexes (of the PuppetMaster.muscles array) of all the child muscles of this muscle. More... | |
bool[] | childFlags = new bool[0] |
Flags for all the bones of the PuppetMaster indicating whether they are children of this muscle or not. More... | |
int[] | kinshipDegrees = new int[0] |
How many muscles are between this muscle and all the other muscles of the PuppetMaster. More... | |
MuscleCollisionBroadcaster | broadcaster |
The muscle collision event broadcaster component on the Rigidbody. More... | |
JointBreakBroadcaster | jointBreakBroadcaster |
Broadcasts OnJointBreak events to PuppetMaster. More... | |
Vector3 | positionOffset |
Gets the offset of this muscle from its target. More... | |
ConfigurableJoint | additionalPin |
The additional pin joint (optional); More... | |
Transform | additionalPinTarget |
Target Transform of the additional pin. More... | |
float | additionalPinWeight |
Weight of the additional pin (multiplies this muscle's pin weight). More... | |
Properties | |
Transform | transform [get, set] |
Gets the Transform of this muscle. This is filled in only after the muscle has initiated in Start(). More... | |
Rigidbody | rigidbody [get, set] |
Gets the Rigidbody of this muscle. This is filled in only after the muscle has initiated in Start(). More... | |
Transform | connectedBodyTarget [get, set] |
Gets the target of this muscle joint's connectedBody if it has any. This is filled in only after the muscle has initiated in Start(). More... | |
Vector3 | targetAnimatedPosition [get, set] |
Gets the last read world space position of the target. More... | |
Quaternion | targetAnimatedWorldRotation [get, set] |
Gets the last read world space rotation of the target. More... | |
Collider[] | colliders [get, set] |
All the colliders of this muscle (including possible compound colliders). More... | |
Vector3 | targetVelocity [get, set] |
Gets the velocity of the target Transform. More... | |
Rigidbody | additionalRigidbody [get, set] |
The Rigidbody of additional pin. More... | |
Quaternion | targetRotationRelative [get, set] |
Gets the default sampled rotation offset of the Muscle from its target. If the muscle's rotation matches with its target's in the Editor (while not playing) this will return Quaternion.identity. More... | |
Uses a ConfigurableJoint to make a Rigidbody follow the position and rotation (in joint space) of an animated target.