public override IKSolver.Point[] GetPoints() { IKSolver.Point[] array = new IKSolver.Point[0]; for (int i = 0; i < chains.Length; i++) { AddPointsToArray(ref array, chains[i]); } return(array); }
public override IKSolver.Point[] GetPoints() { IKSolver.Point[] result = new IKSolver.Point[0]; for (int i = 0; i < this.chains.Length; i++) { this.AddPointsToArray(ref result, this.chains[i]); } return(result); }
public void Initiate(Transform transform, IKSolver solver) { this.transform = transform; IKSolver.Point point = solver.GetPoint(transform); if (point != null) { this.node = (point as IKSolver.Node); } }
public override IKSolver.Point GetPoint(Transform transform) { for (int i = 0; i < this.chains.Length; i++) { IKSolver.Point point = this.chains[i].ik.solver.GetPoint(transform); if (point != null) { return(point); } } return(null); }
/* * Returns all IKSolver.Points from this chain and it's children. * */ public IKSolver.Point[] GetPoints() { IKSolver.Point[] pointArray = new IKSolver.Point[0]; AddPoints(ref pointArray, nodes as IKSolver.Point[]); for (int i = 0; i < children.Length; i++) { AddPoints(ref pointArray, children[i].nodes as IKSolver.Point[]); } return(pointArray); }
public override IKSolver.Point GetPoint(Transform transform) { IKSolver.Point p = null; for (int i = 0; i < chains.Length; i++) { p = chains[i].ik.solver.GetPoint(transform); if (p != null) { return(p); } } return(null); }
public override IKSolver.Point[] GetPoints() { int nodes = 0; for (int i = 0; i < chain.Length; i++) nodes += chain[i].nodes.Length; IKSolver.Point[] pointArray = new IKSolver.Point[nodes]; int added = 0; for (int i = 0; i < chain.Length; i++) { for (int n = 0; n < chain[i].nodes.Length; n++) { pointArray[added] = chain[i].nodes[n] as IKSolver.Node; } } return pointArray; }
public override IKSolver.Point[] GetPoints() { int num = 0; for (int i = 0; i < this.chain.Length; i++) { num += this.chain[i].nodes.Length; } IKSolver.Point[] array = new IKSolver.Point[num]; int num2 = 0; for (int j = 0; j < this.chain.Length; j++) { for (int k = 0; k < this.chain[j].nodes.Length; k++) { array[num2] = this.chain[j].nodes[k]; } } return(array); }
public override IKSolver.Point[] GetPoints() { IKSolver.Point[] array = new IKSolver.Point[this.spine.Length + this.eyes.Length + ((!(this.head.transform != null)) ? 0 : 1)]; for (int i = 0; i < this.spine.Length; i++) { array[i] = this.spine[i]; } int num = 0; for (int j = this.spine.Length; j < array.Length; j++) { array[j] = this.eyes[num]; num++; } if (this.head.transform != null) { array[array.Length - 1] = this.head; } return(array); }
public override IKSolver.Point[] GetPoints() { IKSolver.Point[] allPoints = new IKSolver.Point[spine.Length + eyes.Length + (head.transform != null? 1: 0)]; for (int i = 0; i < spine.Length; i++) { allPoints[i] = spine[i] as IKSolver.Point; } int eye = 0; for (int i = spine.Length; i < allPoints.Length; i++) { allPoints[i] = eyes[eye] as IKSolver.Point; eye++; } if (head.transform != null) { allPoints[allPoints.Length - 1] = head as IKSolver.Point; } return(allPoints); }
/* * Returns the IKSolver.Point that has the specified Transform. * */ public IKSolver.Point GetPoint(Transform transform) { for (int i = 0; i < nodes.Length; i++) { if (nodes[i].transform == transform) { return(nodes[i] as IKSolver.Point); } } p = null; for (int i = 0; i < children.Length; i++) { p = children[i].GetPoint(transform); if (p != null) { return(p); } } return(null); }
public override IKSolver.Point[] GetPoints() { int nodes = 0; for (int i = 0; i < chain.Length; i++) { nodes += chain[i].nodes.Length; } IKSolver.Point[] pointArray = new IKSolver.Point[nodes]; int added = 0; for (int i = 0; i < chain.Length; i++) { for (int n = 0; n < chain[i].nodes.Length; n++) { pointArray[added] = chain[i].nodes[n] as IKSolver.Node; } } return(pointArray); }
public override IKSolver.Point[] GetPoints() { IKSolver.Point[] array = new IKSolver.Point[0]; for (int i = 0; i < chains.Length; i++) AddPointsToArray(ref array, chains[i]); return array; }
public override IKSolver.Point[] GetPoints() { IKSolver.Point[] allPoints = new IKSolver.Point[spine.Length + eyes.Length + (head.transform != null? 1: 0)]; for (int i = 0; i < spine.Length; i++) allPoints[i] = spine[i] as IKSolver.Point; int eye = 0; for (int i = spine.Length; i < allPoints.Length; i++) { allPoints[i] = eyes[eye] as IKSolver.Point; eye ++; } if (head.transform != null) allPoints[allPoints.Length - 1] = head as IKSolver.Point; return allPoints; }
/* * Returns all IKSolver.Points from this chain and it's children. * */ public IKSolver.Point[] GetPoints() { IKSolver.Point[] pointArray = new IKSolver.Point[0]; AddPoints(ref pointArray, nodes as IKSolver.Point[]); for (int i = 0; i < children.Length; i++) AddPoints(ref pointArray, children[i].nodes as IKSolver.Point[]); return pointArray; }
/* * Returns the IKSolver.Point that has the specified Transform. * */ public IKSolver.Point GetPoint(Transform transform) { for (int i = 0; i < nodes.Length; i++) if (nodes[i].transform == transform) return nodes[i] as IKSolver.Point; p = null; for (int i = 0; i < children.Length; i++) { p = children[i].GetPoint(transform); if (p != null) return p; } return null; }