773 lines (702 with data), 38.0 kB
#class_template EC_RHand_Kin_BallJoint_Dyn_None(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "BallJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber = 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_BallJoint_Dyn_Support1P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "BallJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 1) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_BallJoint_Dyn_ExternalForce(AnyFolder& RefHumanModel, HumanSegConnectNodeName, HumanSegApplyingForceNodeName, UseGlobalApplyingForceOnOff, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "BallJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = ON,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_RevoluteJoint_Dyn_None(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "RevoluteJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_RevoluteJoint_Dyn_Support3P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "RevoluteJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 3) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_RevoluteJoint_Dyn_ExternalForce(AnyFolder& RefHumanModel, HumanSegConnectNodeName, HumanSegApplyingForceNodeName, UseGlobalApplyingForceOnOff, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "RevoluteJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = ON,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_3PointsOnPlane_Dyn_None(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "3PointsOnPlane" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 3) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_3PointsOnPlane_Dyn_Support3P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "3PointsOnPlane" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 3) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_3PointsOnPlane_Dyn_ExternalForce(AnyFolder& RefHumanModel, HumanSegConnectNodeName, HumanSegApplyingForceNodeName, UseGlobalApplyingForceOnOff, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "3PointsOnPlane" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = ON,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_2PointsOnLine_Dyn_None(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "2PointsOnLine" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 2) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_2PointsOnLine_Dyn_Support2P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "3PointsOnPlane" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 2) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_2PointsOnLine_Dyn_ExternalForce(AnyFolder& RefHumanModel, HumanSegConnectNodeName, HumanSegApplyingForceNodeName, UseGlobalApplyingForceOnOff, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "2PointsOnLine" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = ON,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber= 2) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_None_Dyn_Support1P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "None" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 1) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_None_Dyn_Support2P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "None" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 2) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_None_Dyn_Support3P(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "None" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = ApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber= 3) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_None_Dyn_ExternalForce(AnyFolder& RefHumanModel, HumanSegConnectNodeName, HumanSegApplyingForceNodeName, UseGlobalApplyingForceOnOff, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "None" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = ON,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = UseGlobalApplyingForceOnOff,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber = 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_FixJoint_Dyn_Support(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "FixJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = OFF,
UserInputCalcReacOnOff = ON,
UserInputCalcReacNodesNumber = 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};
#class_template EC_RHand_Kin_FixJoint_Dyn_None(AnyFolder& RefHumanModel, HumanSegConnectNodeName, AnyRefFrame& RefTarget, TargetNormalDir)
{
AnyFolder& RefHumanSeg = RefHumanModel.BodyModel.Right.ShoulderArm.Seg.Glove;
AnyFolder& RefHumanSegConnectNode = RefHumanSeg.HumanSegConnectNodeName;
#var AnyVec3 HumanSegConnectNode_Offset_sRel = {0, 0, 0};
#var AnyMat33 HumanSegConnectNode_Offset_ARel = {{1,0,0},{0,1,0},{0,0,1}};
#var AnyVec3 ApplyingForce = {0, 0, 0} ;
#var AnyVec3 ApplyingMoment = {0, 0, 0} ;
#var AnyVar ReacVolumeHeightLimitLow = -0.05 ;
#var AnyVar ReacVolumeHeightLimitHigh = 0.05 ;
#var AnyVar ReacVolumeRadiusLimit = 0.1 ;
#var AnyVar ReacForceFrictionCoeff = 0.5 ;
#var AnyVar ReacForceMaxStrength = 3000 ;
#var AnyVar ReacForceVisualScaleFactor = 1;
ClassDefineHumanEnvironmentConnection HumanEnvConnectionDef(
UserInputConnectionType = "FixJoint" ,
UserInputHumanSegType = "Hand",
UserInputRefHumanSeg = .RefHumanSeg,
UserInputHumanSegSingleConnectiontNodeName = ConnectionNode,
UserInputTargetName = .RefTarget,
UserInputTargetNormalDir = TargetNormalDir,
UserInputApplyingForceOnOff = OFF,
UserInputApplyingForceNodeName = HumanSegApplyingForceNodeName,
UserInputUseGlobalApplyingForceOnOff = OFF,
UserInputCalcReacOnOff = OFF,
UserInputCalcReacNodesNumber = 0) =
{
UserInputConnectNodeInHumanSeg_Offset_sRel = .HumanSegConnectNode_Offset_sRel;
UserInputConnectNodeInHumanSeg_Offset_ARel = .HumanSegConnectNode_Offset_ARel;
UserInputApplyingForce = .ApplyingForce ;
UserInputApplyingMoment = .ApplyingMoment ;
UserInputReacVolumeHeightLimitLow = .ReacVolumeHeightLimitLow ;
UserInputReacVolumeHeightLimitHigh = .ReacVolumeHeightLimitHigh ;
UserInputReacVolumeRadiusLimit = .ReacVolumeRadiusLimit ;
UserInputReacForceFrictionCoeff = .ReacForceFrictionCoeff ;
UserInputReacForceMaxStrength = .ReacForceMaxStrength ;
UserInputReacForceVisualScaleFactor = .ReacForceVisualScaleFactor ;
};
};