Skip to main content

IFBIKChainMethods

Trait IFBIKChainMethods 

Source
pub trait IFBIKChainMethods: IFBIKChain {
Show 20 methods // Provided methods fn ctor(self) { ... } fn ctor_2( self, pin: impl Into<f32>, pull: impl Into<f32>, node_transforms: impl Into<Array<Transform>>, ) { ... } fn set_nodes(self, bone_transforms: impl Into<Array<Transform>>) { ... } fn get_node_index(self, bone_transform: impl Into<Transform>) -> i32 { ... } fn is_valid(self) -> (bool, Il2CppString) { ... } fn initiate(self, solver: impl Into<IKSolverFullBody>) { ... } fn read_pose( self, solver: impl Into<IKSolverFullBody>, full_body: impl Into<bool>, ) { ... } fn calculate_bone_lengths(self, solver: impl Into<IKSolverFullBody>) { ... } fn reach(self, solver: impl Into<IKSolverFullBody>) { ... } fn push(self, solver: impl Into<IKSolverFullBody>) -> Vector3 { ... } fn solve_trigonometric( self, solver: impl Into<IKSolverFullBody>, calculate_bend_direction: impl Into<bool>, ) { ... } fn stage1(self, solver: impl Into<IKSolverFullBody>) { ... } fn stage2( self, solver: impl Into<IKSolverFullBody>, position: impl Into<Vector3>, ) { ... } fn solve_constraint_systems(self, solver: impl Into<IKSolverFullBody>) { ... } fn solve_fabrik_joint( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, length: impl Into<f32>, ) -> Vector3 { ... } fn get_dir_to_bend_point( self, direction: impl Into<Vector3>, bend_direction: impl Into<Vector3>, direction_magnitude: impl Into<f32>, ) -> Vector3 { ... } fn solve_child_constraints(self, solver: impl Into<IKSolverFullBody>) { ... } fn solve_linear_constraint( self, node1: impl Into<IKSolver_Node>, node2: impl Into<IKSolver_Node>, cross_fade: impl Into<f32>, distance: impl Into<f32>, ) { ... } fn forward_reach(self, position: impl Into<Vector3>) { ... } fn backward_reach(self, position: impl Into<Vector3>) { ... }
}

Provided Methods§

Source

fn ctor(self)

.ctor() overload

Source

fn ctor_2( self, pin: impl Into<f32>, pull: impl Into<f32>, node_transforms: impl Into<Array<Transform>>, )

.ctor(f32, f32, ::unity::Array<crate::unity_engine::transform::Transform>) overload

Source

fn set_nodes(self, bone_transforms: impl Into<Array<Transform>>)

SetNodes(::unity::Array<crate::unity_engine::transform::Transform>) overload

Source

fn get_node_index(self, bone_transform: impl Into<Transform>) -> i32

GetNodeIndex(crate::unity_engine::transform::Transform) overload

Source

fn is_valid(self) -> (bool, Il2CppString)

IsValid(*mut::unity::Il2CppString) overload

Source

fn initiate(self, solver: impl Into<IKSolverFullBody>)

Initiate(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn read_pose( self, solver: impl Into<IKSolverFullBody>, full_body: impl Into<bool>, )

ReadPose(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, bool) overload

Source

fn calculate_bone_lengths(self, solver: impl Into<IKSolverFullBody>)

CalculateBoneLengths(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn reach(self, solver: impl Into<IKSolverFullBody>)

Reach(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn push(self, solver: impl Into<IKSolverFullBody>) -> Vector3

Push(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn solve_trigonometric( self, solver: impl Into<IKSolverFullBody>, calculate_bend_direction: impl Into<bool>, )

SolveTrigonometric(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, bool) overload

Source

fn stage1(self, solver: impl Into<IKSolverFullBody>)

Stage1(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn stage2( self, solver: impl Into<IKSolverFullBody>, position: impl Into<Vector3>, )

Stage2(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::unity_engine::vector3::Vector3) overload

Source

fn solve_constraint_systems(self, solver: impl Into<IKSolverFullBody>)

SolveConstraintSystems(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn solve_fabrik_joint( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, length: impl Into<f32>, ) -> Vector3

SolveFABRIKJoint(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload

Source

fn get_dir_to_bend_point( self, direction: impl Into<Vector3>, bend_direction: impl Into<Vector3>, direction_magnitude: impl Into<f32>, ) -> Vector3

GetDirToBendPoint(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload

Source

fn solve_child_constraints(self, solver: impl Into<IKSolverFullBody>)

SolveChildConstraints(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

Source

fn solve_linear_constraint( self, node1: impl Into<IKSolver_Node>, node2: impl Into<IKSolver_Node>, cross_fade: impl Into<f32>, distance: impl Into<f32>, )

SolveLinearConstraint(crate::root_motion::final_ik::iksolver::IKSolver_Node, crate::root_motion::final_ik::iksolver::IKSolver_Node, f32, f32) overload

Source

fn forward_reach(self, position: impl Into<Vector3>)

ForwardReach(crate::unity_engine::vector3::Vector3) overload

Source

fn backward_reach(self, position: impl Into<Vector3>)

BackwardReach(crate::unity_engine::vector3::Vector3) overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

Source§

impl<__T: IFBIKChain> IFBIKChainMethods for __T

Available on crate feature root_motion-final_ik-fbikchain only.