RotationZ() 공개 정적인 메소드

Rotation around Z axis
public static RotationZ ( float radians ) : Quaternion
radians float rotation amount
리턴 Quaternion
        public void SetConstraints(BipedSkeleton skeleton)
        {
            #region Cone constraints
            #region Spine too head
            skeleton[Joint.SPINE0].Constraints = (Spine);
            skeleton[Joint.SPINE1].Constraints = (Spine);
            skeleton[Joint.NECK].Constraints   = (Neck);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].Constraints      = (SwapXZ(Femur));
            skeleton[Joint.HIP_R].Constraints      = (Femur);
            skeleton[Joint.KNEE_L].Constraints     = (SwapXZ(Knee));
            skeleton[Joint.KNEE_R].Constraints     = (Knee);
            skeleton[Joint.ANKLE_L].Constraints    = (SwapXZ(Ankle));
            skeleton[Joint.ANKLE_R].Constraints    = (Ankle);
            skeleton[Joint.FOOTBASE_L].Constraints = (SwapXZ(FootBase));
            skeleton[Joint.FOOTBASE_R].Constraints = (FootBase);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].Constraints = (SwapXZ(Clavicula));
            skeleton[Joint.CLAVICLE_R].Constraints = (Clavicula);
            skeleton[Joint.SHOULDER_L].Constraints = (SwapXZ(Shoulder));
            skeleton[Joint.SHOULDER_R].Constraints = (Shoulder);
            skeleton[Joint.ELBOW_L].Constraints    = (SwapXZ(Elbow));
            skeleton[Joint.ELBOW_R].Constraints    = (Elbow);
            skeleton[Joint.WRIST_L].Constraints    = (SwapXZ(Wrist));
            skeleton[Joint.WRIST_R].Constraints    = (Wrist);
            #endregion
            #endregion

            #region ParentPointers
            skeleton[Joint.CLAVICLE_R].ParentPointer = QuaternionHelper2.RotationZ(-MathHelper.PiOver2);
            skeleton[Joint.CLAVICLE_L].ParentPointer = QuaternionHelper2.RotationZ(MathHelper.PiOver2);
            skeleton[Joint.HIP_R].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.HIP_L].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.ANKLE_R].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.ANKLE_L].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_L].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_R].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            #endregion

            #region TwistConstraints
            #region Spine
            skeleton[Joint.SPINE0].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE1].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE3].TwistLimit = (NoTwist);
            skeleton[Joint.NECK].TwistLimit   = (NeckTwist);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].TwistLimit   = (FemurTwist);
            skeleton[Joint.HIP_R].TwistLimit   = (FemurTwist);
            skeleton[Joint.KNEE_L].TwistLimit  = (KneeTwist);
            skeleton[Joint.KNEE_R].TwistLimit  = (KneeTwist);
            skeleton[Joint.ANKLE_L].TwistLimit = (AnkleTwist);
            skeleton[Joint.ANKLE_R].TwistLimit = (AnkleTwist);

            skeleton[Joint.FOOTBASE_L].TwistLimit = (FootBaseTwist);
            skeleton[Joint.FOOTBASE_R].TwistLimit = (FootBaseTwist);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_L].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_L].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_L].TwistLimit    = (WristTwist);
            skeleton[Joint.CLAVICLE_R].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_R].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_R].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_R].TwistLimit    = (WristTwist);
            #endregion
            #endregion
            #region stiffness
            #region Arms
            skeleton[Joint.CLAVICLE_L].Stiffness = (verystiff);
            skeleton[Joint.CLAVICLE_R].Stiffness = (verystiff);

            skeleton[Joint.WRIST_L].Stiffness = (barelymoving);
            skeleton[Joint.WRIST_R].Stiffness = (barelymoving);
            #endregion
            #region Legs
            skeleton[Joint.ANKLE_L].Stiffness    = (barelymoving);
            skeleton[Joint.ANKLE_R].Stiffness    = (barelymoving);
            skeleton[Joint.FOOTBASE_L].Stiffness = (barelymoving);
            skeleton[Joint.FOOTBASE_R].Stiffness = (barelymoving);
            #endregion
            #endregion
        }