A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy.
public HumanPoseHandler(Avatar avatar, string[] jointPaths) { this.m_Ptr = IntPtr.Zero; bool flag = jointPaths == null; if (flag) { throw new ArgumentNullException("HumanPoseHandler jointPaths array is null"); } bool flag2 = avatar == null; if (flag2) { throw new ArgumentNullException("HumanPoseHandler avatar is null"); } bool flag3 = !avatar.isValid; if (flag3) { throw new ArgumentException("HumanPoseHandler avatar is invalid"); } bool flag4 = !avatar.isHuman; if (flag4) { throw new ArgumentException("HumanPoseHandler avatar is not human"); } this.m_Ptr = HumanPoseHandler.Internal_CreateFromJointPaths(avatar, jointPaths); }
public HumanPoseHandler(Avatar avatar, Transform root) { this.m_Ptr = IntPtr.Zero; bool flag = root == null; if (flag) { throw new ArgumentNullException("HumanPoseHandler root Transform is null"); } bool flag2 = avatar == null; if (flag2) { throw new ArgumentNullException("HumanPoseHandler avatar is null"); } bool flag3 = !avatar.isValid; if (flag3) { throw new ArgumentException("HumanPoseHandler avatar is invalid"); } bool flag4 = !avatar.isHuman; if (flag4) { throw new ArgumentException("HumanPoseHandler avatar is not human"); } this.m_Ptr = HumanPoseHandler.Internal_CreateFromRoot(avatar, root); }
public void Dispose() { if (this.m_Ptr != IntPtr.Zero) { HumanPoseHandler.Internal_Destroy(this.m_Ptr); this.m_Ptr = IntPtr.Zero; } GC.SuppressFinalize(this); }
static public int Dispose(IntPtr l) { try { UnityEngine.HumanPoseHandler self = (UnityEngine.HumanPoseHandler)checkSelf(l); self.Dispose(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetHumanPose(IntPtr l) { try { UnityEngine.HumanPoseHandler self = (UnityEngine.HumanPoseHandler)checkSelf(l); UnityEngine.HumanPose a1; checkValueType(l, 2, out a1); self.SetHumanPose(ref a1); pushValue(l, true); pushValue(l, a1); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.HumanPoseHandler o; UnityEngine.Avatar a1; checkType(l,2,out a1); UnityEngine.Transform a2; checkType(l,3,out a2); o=new UnityEngine.HumanPoseHandler(a1,a2); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int constructor(IntPtr l) { try { UnityEngine.HumanPoseHandler o; UnityEngine.Avatar a1; checkType(l, 2, out a1); UnityEngine.Transform a2; checkType(l, 3, out a2); o = new UnityEngine.HumanPoseHandler(a1, a2); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
public HumanPoseHandler(Avatar avatar, Transform root) { this.m_Ptr = IntPtr.Zero; if (root == null) { throw new ArgumentNullException("HumanPoseHandler root Transform is null"); } if (avatar == null) { throw new ArgumentNullException("HumanPoseHandler avatar is null"); } if (!avatar.isValid) { throw new ArgumentException("HumanPoseHandler avatar is invalid"); } if (!avatar.isHuman) { throw new ArgumentException("HumanPoseHandler avatar is not human"); } this.m_Ptr = HumanPoseHandler.Internal_Create(avatar, root); }
private static extern bool INTERNAL_CALL_Internal_SetHumanPose(HumanPoseHandler self, ref Vector3 bodyPosition, ref Quaternion bodyRotation, float[] muscles);
private bool Internal_SetHumanPose(ref Vector3 bodyPosition, ref Quaternion bodyRotation, float[] muscles) { return(HumanPoseHandler.INTERNAL_CALL_Internal_SetHumanPose(this, ref bodyPosition, ref bodyRotation, muscles)); }