BoneIKController

Class used to apply inverse kinematics to bones

see

http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller

Hierarchy

  • BoneIKController

Index

Constructors

constructor

  • Creates a new BoneIKController

    Parameters

    • mesh: AbstractMesh

      defines the mesh to control

    • bone: Bone

      defines the bone to control

    • Optional options: object

      defines options to set up the controller

      • Optional bendAxis?: Vector3
      • Optional maxAngle?: number
      • Optional poleAngle?: number
      • Optional poleTargetBone?: Bone
      • Optional poleTargetLocalOffset?: Vector3
      • Optional poleTargetMesh?: AbstractMesh
      • Optional slerpAmount?: number
      • Optional targetMesh?: AbstractMesh

    Returns BoneIKController

Properties

maxAngle

maxAngle: number

Gets or sets maximum allowed angle

mesh

Gets or sets the mesh associated with the controller

poleAngle

poleAngle: number

Gets or sets the pole angle

poleTargetBone

poleTargetBone: Nullable<Bone>

Gets or sets the bone used as pole

poleTargetLocalOffset

poleTargetLocalOffset: Vector3

Gets or sets the pole target local offset

poleTargetMesh

poleTargetMesh: AbstractMesh

Gets or sets the mesh used as pole

poleTargetPosition

poleTargetPosition: Vector3

Gets or sets the pole target position

slerpAmount

slerpAmount: number

The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)

targetMesh

targetMesh: AbstractMesh

Gets or sets the target mesh

targetPosition

targetPosition: Vector3

Gets or sets the target position

Methods

update

  • update(): void
  • Force the controller to update the bones

    Returns void

Generated using TypeDoc