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realvirtual.IKPath Class Reference
Robot Inverse Kinematics - the path interpolation for driving the robot along different targets which are forming a path
Inheritance diagram for realvirtual.IKPath:

Public Member Functions | |
void | startPath () |
Start the path. | |
void | OnXRStartPlace (GameObject placedobj) |
Called when Path is starting to be placed in XR / VR Space. | |
void | OnXREndPlace (GameObject placedobj) |
Called when Path is stopped to be placed in XR / VR Space. | |
void | StartDrivePTP (IKTarget target) |
Starts to drive PTP to the target. | |
void | OnTargetDelete (IKTarget target) |
bool | DriveToTarget (IKTarget target) |
Starts to drive to the target. | |
void | AddTargetToPath () |
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new List< BehaviorInterfaceConnection > | GetConnections () |
new List< Signal > | GetSignals () |
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void | SetForceStop (bool forcestop) |
Vector3 | DirectionToVector (DIRECTION direction) |
Transfers the direction enumeration to a vector. | |
DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
Transfers a vector to the direction enumeration. | |
float | GetLocalScale (Transform thetransform, DIRECTION direction) |
List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
GameObject | GetChildByName (string name) |
Gets a child by name. | |
List< GameObject > | GetChildsByName (string name) |
Gets all child by name. | |
GameObject | GetChildByNameAlsoHidden (string name) |
List< GameObject > | GetAllMeshesWithGroup (string group) |
List< GameObject > | GetAllWithGroup (string group) |
List< GameObject > | GetAllWithGroups (List< string > groups) |
List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
List< string > | GetMyGroups () |
List< GameObject > | GetMeshesWithSameGroups () |
List< GameObject > | GetAllWithSameGroups () |
MeshRenderer | GetMeshRenderer () |
Gets the mesh renderers in the childrens. | |
void | SetCollider (bool enabled) |
sets the collider in all child objects | |
void | ErrorMessage (string message) |
Displays an error message. | |
void | ChangeConnectionMode (bool isconnected) |
void | Log (string message) |
Logs a message. | |
void | Log (string message, object obj) |
Logs a message with a relation to an object. | |
void | Warning (string message, object obj) |
Logs a warinng with a relation to an object. | |
void | Error (string message, object obj) |
Logs an error with a relation to an object. | |
void | Error (string message) |
Logs an error. | |
GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
Displays a gizmo for debugging positions. | |
void | SetFreezePosition (bool enabled) |
Freezes all child components to the current poosition. | |
virtual void | AwakeAlsoDeactivated () |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
Public Attributes | |
float | SpeedOverride = 1 |
Speed override for this path. | |
bool | SetNewTCP |
Set new TCP for this path. | |
bool | DebugPath = false |
Debug the path by drawing points in scene mode - red is tcp position, green is corrected position by PositionCorrection value in target. | |
GameObject | TCP |
bool | DrawPath = true |
New TCP for this path. More... | |
bool | DrawTargets = true |
Draw the targets in the scene view. | |
List< IKTarget > | Path = new List<IKTarget>() |
List of targets for the path. | |
PLCOutputBool | SignalStart |
Signal to start the path. | |
bool | StartPath |
Start the path on simulation start. | |
bool | LoopPath |
Loop the path after this path is ended. | |
PLCInputBool | SignalIsStarted |
Signal that the path is started. | |
PLCInputBool | SignalEnded |
Signal that the path is ended. | |
IKPath | StartNextPath |
Start this path after this path is ended. | |
bool | PathIsActive = false |
Is the path active? | |
bool | PathIsFinished = false |
Is the path finished? | |
bool | LinearPathActive = false |
Is the linear path active? | |
float | LinearPathPos = 0 |
Position of the linear path. | |
IKTarget | CurrentTarget |
Current target of the path. | |
IKTarget | LastTarget |
Last target of the path. | |
int | NumTarget |
Number of the current target. | |
bool | WaitForSignal |
Is the path waiting for a signal? | |
RobotIK | RobotIK |
RobotIK component - assigned robot to this path. | |
Vector3 | LastPlannedPosition |
Last planned position of the robot. | |
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List< BehaviorInterfaceConnection > | ConnectionInfo = new List<BehaviorInterfaceConnection>() |
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string | Name |
The name of the component if it should be different from the GameObject name. | |
ActiveOnly | Active |
GameObject | FromTemplate |
realvirtualController | realvirtualController |
bool | HideNonG44Components |
bool | SceneIsAdditive |
bool | ForceStop = false |
Additional Inherited Members | |
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enum | ActiveOnly |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
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bool | hidename () |
bool | hideactiveonly () |
virtual void | OnStop () |
virtual void | OnStart () |
MU | GetTopOfMu (GameObject obj) |
Gets the top of an MU component (the first MU script going up in the hierarchy) | |
void | InitGame4Automation () |
Initialiates the components and gets the reference to the realvirtualController in the scene. | |
virtual void | AfterAwake () |
void | Awake () |
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GameObject | gameObject [get] |
Member Data Documentation
◆ DrawPath
bool realvirtual.IKPath.DrawPath = true |
Draw the path in the scene view