SA.FullBodyIK._IsHiddenCustomEyes C# (CSharp) Method

_IsHiddenCustomEyes() public method

public _IsHiddenCustomEyes ( ) : bool
return bool
		public virtual bool _IsHiddenCustomEyes()
		{
			return false;
		}

Usage Example

Example #1
0
            public void _ComputeDefaultTransform(FullBodyIK fullBodyIK)
            {
                if (_parentEffector != null)
                {
                    _defaultRotation = _parentEffector._defaultRotation;
                }

                if (_effectorType == EffectorType.Root)
                {
                    _defaultPosition = fullBodyIK.internalValues.defaultRootPosition;
                    _defaultRotation = fullBodyIK.internalValues.defaultRootRotation;
                }
                else if (_effectorType == EffectorType.HandFinger)
                {
                    Assert(_bone != null);
                    if (_bone != null)
                    {
                        if (_bone.transformIsAlive)
                        {
                            _defaultPosition = bone._defaultPosition;
                        }
                        else                             // Failsafe. Simulate finger tips.
                        // Memo: If transformIsAlive == false, _parentBone is null.
                        {
                            Assert(_bone.parentBoneLocationBased != null && _bone.parentBoneLocationBased.parentBoneLocationBased != null);
                            if (_bone.parentBoneLocationBased != null && _bone.parentBoneLocationBased.parentBoneLocationBased != null)
                            {
                                Vector3 tipTranslate = (bone.parentBoneLocationBased._defaultPosition - bone.parentBoneLocationBased.parentBoneLocationBased._defaultPosition);
                                _defaultPosition      = bone.parentBoneLocationBased._defaultPosition + tipTranslate;
                                _isSimulateFingerTips = true;
                            }
                        }
                    }
                }
                else if (_effectorType == EffectorType.Eyes)
                {
                    Assert(_bone != null);
                    _isHiddenEyes = fullBodyIK._IsHiddenCustomEyes();
                    if (!_isHiddenEyes && _bone != null && _bone.transformIsAlive &&
                        _leftBone != null && _leftBone.transformIsAlive &&
                        _rightBone != null && _rightBone.transformIsAlive)
                    {
                        // _bone ... Head / _leftBone ... LeftEye / _rightBone ... RightEye
                        _defaultPosition = (_leftBone._defaultPosition + _rightBone._defaultPosition) * 0.5f;
                    }
                    else if (_bone != null && _bone.transformIsAlive)
                    {
                        _defaultPosition = _bone._defaultPosition;
                        // _bone ... Head / _bone.parentBone ... Neck
                        if (_bone.parentBone != null && _bone.parentBone.transformIsAlive && _bone.parentBone.boneType == BoneType.Neck)
                        {
                            Vector3 neckToHead  = _bone._defaultPosition - _bone.parentBone._defaultPosition;
                            float   neckToHeadY = (neckToHead.y > 0.0f) ? neckToHead.y : 0.0f;
                            _defaultPosition += fullBodyIK.internalValues.defaultRootBasis.column1 * neckToHeadY;
                            _defaultPosition += fullBodyIK.internalValues.defaultRootBasis.column2 * neckToHeadY;
                        }
                    }
                }
                else if (_effectorType == EffectorType.Hips)
                {
                    Assert(_bone != null && _leftBone != null && _rightBone != null);
                    if (_bone != null && _leftBone != null && _rightBone != null)
                    {
                        // _bone ... Hips / _leftBone ... LeftLeg / _rightBone ... RightLeg
                        _defaultPosition = (_leftBone._defaultPosition + _rightBone._defaultPosition) * 0.5f;
                    }
                }
                else                     // Normally case.
                {
                    Assert(_bone != null);
                    if (_bone != null)
                    {
                        _defaultPosition = bone._defaultPosition;
                        if (!_defaultLocalBasisIsIdentity)                            // For wrist & foot.
                        {
                            _defaultRotation = bone._localAxisRotation;
                        }
                    }
                }
            }
All Usage Examples Of SA.FullBodyIK::_IsHiddenCustomEyes
FullBodyIK