// Clear the class buffer for Positions/AvatarBoneLengths/HumanBoneVectors/HumanBoneLengths/Rotations/LocalRotations/FKPositions public void AllClear() { Positions.Clear(); AvatarBoneLengths.Clear(); HumanBoneVectors.Clear(); HumanBoneLengths.Clear(); Rotations.Clear(); LocalRotations.Clear(); FKPositions.Clear(); }
// Clear the class buffer for Positions/HumanToAvatarTransformRotations/AvatarBoneLengths/HumanBoneVectors/HumanBoneLengths/Rotations/LocalRotations/FKPositions public void Clear() { Positions.Clear(); HumanToAvatarTransformRotations.Clear(); AvatarBoneLengths.Clear(); HumanBoneVectors.Clear(); HumanBoneLengths.Clear(); Rotations.Clear(); LocalRotations.Clear(); FKPositions.Clear(); }
// AllClear is called for clearing the class buffer for Positions/AvatarBoneLengths/Rotations/LocalRotations/HumanBoneVectors/HumanBoneLengths/FKPositions and Frame/UseAbsoluteCoordinate/UseLocalRotation/UseForwardKinematics/SetFootOnGround public void AllClear() { Frame = 0; Positions.Clear(); AvatarBoneLengths.Clear(); UseAbsoluteCoordinate = false; UseLocalRotation = false; UseForwardKinematics = false; SetFootOnGround = false; Rotations.Clear(); LocalRotations.Clear(); HumanBoneVectors.Clear(); HumanBoneLengths.Clear(); FKPositions.Clear(); }