private void StoreAxisDirections(ref IKSolverLimb.AxisDirection[] axisDirections) { axisDirections[0] = new IKSolverLimb.AxisDirection(Vector3.zero, new Vector3(-1f, 0f, 0f)); axisDirections[1] = new IKSolverLimb.AxisDirection(new Vector3(0.5f, 0f, -0.2f), new Vector3(-0.5f, -1f, 1f)); axisDirections[2] = new IKSolverLimb.AxisDirection(new Vector3(-0.5f, -1f, -0.2f), new Vector3(0f, 0.5f, -1f)); axisDirections[3] = new IKSolverLimb.AxisDirection(new Vector3(-0.5f, -0.5f, 1f), new Vector3(-1f, -1f, -1f)); }
private void StoreAxisDirections() { IKSolverLimb.AxisDirection axisDirection = new IKSolverLimb.AxisDirection(Vector3.zero, new Vector3(-1f, 0f, 0f)); IKSolverLimb.AxisDirection axisDirection2 = new IKSolverLimb.AxisDirection(new Vector3(0.5f, 0f, -0.2f), new Vector3(-0.5f, -1f, 1f)); IKSolverLimb.AxisDirection axisDirection3 = new IKSolverLimb.AxisDirection(new Vector3(-0.5f, -1f, -0.2f), new Vector3(0f, 0.5f, -1f)); IKSolverLimb.AxisDirection axisDirection4 = new IKSolverLimb.AxisDirection(new Vector3(-0.5f, -0.5f, 1f), new Vector3(-1f, -1f, -1f)); this.axisDirections = new IKSolverLimb.AxisDirection[] { axisDirection, axisDirection2, axisDirection3, axisDirection4 }; }