Class JiggleBoneSolver
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Simulates the jiggle bones of a model as springs in world space after the animation has posed it. A bone points along its local X axis, with yaw about its Z axis and pitch about its Y axis. A bone lags behind its animated pose, and its descendants follow it.
public sealed class JiggleBoneSolverInheritance
object ← JiggleBoneSolver
Methods
Create(Model)
Builds the simulation of the jiggle bones in the soft body of a model. Nodes that are not bones of its skeleton are skipped.
public static JiggleBoneSolver? Create(Model model)Parameters
model Model
The model whose jiggle bones are simulated.
Returns
The simulation, or null when the model has no jiggle bones.
Evaluate(Matrix4x4[], Matrix4x4, float)
Moves the jiggle bones and their descendants in a pose that holds the animated transforms.
public void Evaluate(Matrix4x4[] pose, Matrix4x4 modelToWorld, float timeStep)Parameters
pose Matrix4x4[]
Model space transforms of the bones.
modelToWorld Matrix4x4
The transform of the model, which gives gravity its direction and the model's own movement its effect.
timeStep float
Seconds since the last evaluation, above zero.

