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Hierarchy

  • BoneIKController

Index

Constructors

  • Creates a new BoneIKController

    Parameters

    • mesh: TransformNode

      defines the TransformNode to control

    • bone: Bone

      defines the bone to control

    • Optional options: { bendAxis?: Vector3; maxAngle?: number; poleAngle?: number; poleTargetBone?: Bone; poleTargetLocalOffset?: Vector3; poleTargetMesh?: TransformNode; slerpAmount?: number; targetMesh?: TransformNode }

      defines options to set up the controller

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

    Returns BoneIKController

Properties

Gets or sets the TransformNode associated with the controller Name kept as mesh for back compatibility

poleAngle: number

Gets or sets the pole angle

poleTargetBone: Nullable<Bone>

Gets or sets the bone used as pole

poleTargetLocalOffset: Vector3

Gets or sets the pole target local offset

poleTargetMesh: TransformNode

Gets or sets the mesh used as pole

poleTargetPosition: Vector3

Gets or sets the pole target position

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: TransformNode

Gets or sets the target TransformNode Name kept as mesh for back compatibility

targetPosition: Vector3

Gets or sets the target position

Accessors

  • get maxAngle(): number
  • set maxAngle(value: number): void
  • Gets or sets maximum allowed angle

    Returns number

  • Gets or sets maximum allowed angle

    Parameters

    • value: number

    Returns void

Methods

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

    Returns void

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