public SkeletonConstraintAngle(PlayerJoint _angle, float _wishedAngle, float _threshold, int _wishness, physioPlanes plane) { angle = _angle; threshold = _threshold; wishedAngle = _wishedAngle; wishness = _wishness; restrictionPlane = plane; }
public SkeletonConstraintAngle() { angle = PlayerJoint.Spine; threshold = 15; wishedAngle = 0; wishness = 1; restrictionPlane = physioPlanes.NONE; }
public SkeletonCorrectiveAngle() { severity = 0; angle = PlayerJoint.Spine; currentAngle = 0; wishedAngle = 0; threshold = 0; restrictionPlane = physioPlanes.NONE; }
public SkeletonCorrectiveAngle(PlayerJoint _angle, float _currentAngle, float _whishedAngle, float _threshold, int _severity, physioPlanes plane, bool planerespect) { severity = _severity; angle = _angle; currentAngle = _currentAngle; wishedAngle = _whishedAngle; threshold = _threshold; restrictionPlane = plane; planeRespected = planerespect; }