TwoBoneIk class abstract final

Two-bone inverse kinematics — an arm or a leg, bent to reach a point — anim-14's own row.

The textbook three-step algorithm, the same one behind every off-the-shelf two-bone IK node (Unity's Animation Rigging package documents the identical three steps under the same name): bend the middle joint by the difference between its current and desired interior angle (law of cosines) in whatever plane the chain is already bent in; aim the root so the now-correctly-bent chain points at the target; twist the whole chain around the root-target axis so the middle joint lands on the side pole names. Working from the chain's current bend plane rather than constructing one from pole up front is what lets this run on top of whatever Pose already holds — a walk cycle, another IK pass — instead of only from a bind pose.

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Methods

solve(Pose pose, {required int root, required int mid, required int tip, required Vector3 target, required Vector3 pole}) → double
Bends root → mid → tip in pose so tip reaches target as closely as the chain's own two bone lengths allow.