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Muscle Class Reference

Uses a ConfigurableJoint to make a Rigidbody follow the position and rotation (in joint space) of an animated target. More...

Collaboration diagram for Muscle:
Collaboration graph
[legend]

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...
 

Detailed Description

Uses a ConfigurableJoint to make a Rigidbody follow the position and rotation (in joint space) of an animated target.