SA.FullBodyIK.BodyIK.BodyIK C# (CSharp) Method

BodyIK() public method

public BodyIK ( FullBodyIK fullBodyIK, LimbIK limbIK ) : UnityEngine
fullBodyIK FullBodyIK
limbIK LimbIK
return UnityEngine
			public BodyIK( FullBodyIK fullBodyIK, LimbIK[] limbIK )
			{
				Assert( fullBodyIK != null );

				_limbIK = limbIK;

				_settings = fullBodyIK.settings;
				_internalValues = fullBodyIK.internalValues;

				_hipsBone = _PrepareBone( fullBodyIK.bodyBones.hips );
				_neckBone = _PrepareBone( fullBodyIK.headBones.neck );
				_headBone = _PrepareBone( fullBodyIK.headBones.head );

				_hipsEffector = fullBodyIK.bodyEffectors.hips;
				_neckEffector = fullBodyIK.headEffectors.neck;
				_headEffector = fullBodyIK.headEffectors.head;
				_eyesEffector = fullBodyIK.headEffectors.eyes;

				_armEffectors[0] = fullBodyIK.leftArmEffectors.arm;
				_armEffectors[1] = fullBodyIK.rightArmEffectors.arm;
				_elbowEffectors[0] = fullBodyIK.leftArmEffectors.elbow;
				_elbowEffectors[1] = fullBodyIK.rightArmEffectors.elbow;
				_wristEffectors[0] = fullBodyIK.leftArmEffectors.wrist;
				_wristEffectors[1] = fullBodyIK.rightArmEffectors.wrist;
				_kneeEffectors[0] = fullBodyIK.leftLegEffectors.knee;
				_kneeEffectors[1] = fullBodyIK.rightLegEffectors.knee;
				_footEffectors[0] = fullBodyIK.leftLegEffectors.foot;
				_footEffectors[1] = fullBodyIK.rightLegEffectors.foot;

				_spineBones = _PrepareSpineBones( fullBodyIK.bones );
				if( _spineBones != null && _spineBones.Length > 0 ) {
					int spineLength = _spineBones.Length;
                    _spineBone = _spineBones[0];
					_spineUBone = _spineBones[spineLength - 1];
					_spineEnabled = new bool[spineLength];
                }

				// Memo: These should be pair bones.(Necessary each side bones.)

				_kneeBones = _PrepareBones( fullBodyIK.leftLegBones.knee, fullBodyIK.rightLegBones.knee );
				_elbowBones = _PrepareBones( fullBodyIK.leftArmBones.elbow, fullBodyIK.rightArmBones.elbow );
				_legBones = _PrepareBones( fullBodyIK.leftLegBones.leg, fullBodyIK.rightLegBones.leg );
				_armBones = _PrepareBones( fullBodyIK.leftArmBones.arm, fullBodyIK.rightArmBones.arm );
				_shoulderBones = _PrepareBones( fullBodyIK.leftArmBones.shoulder, fullBodyIK.rightArmBones.shoulder );
				_nearArmBones = (_shoulderBones != null) ? _shoulderBones : _nearArmBones;

				_Prepare( fullBodyIK );
			}