pub trait IIKConstraintBendMethods: IIKConstraintBend {
// Provided methods
fn is_valid(
self,
solver: impl Into<IKSolverFullBody>,
logger: impl Into<Warning_Logger>,
) -> bool { ... }
fn get_initiated(self) -> bool { ... }
fn set_initiated(self, value: impl Into<bool>) { ... }
fn ctor(self) { ... }
fn ctor_2(
self,
bone1: impl Into<Transform>,
bone2: impl Into<Transform>,
bone3: impl Into<Transform>,
) { ... }
fn set_bones(
self,
bone1: impl Into<Transform>,
bone2: impl Into<Transform>,
bone3: impl Into<Transform>,
) { ... }
fn initiate(self, solver: impl Into<IKSolverFullBody>) { ... }
fn set_limb_orientation(
self,
upper: impl Into<Vector3>,
lower: impl Into<Vector3>,
last: impl Into<Vector3>,
) { ... }
fn limit_bend(
self,
solver_weight: impl Into<f32>,
position_weight: impl Into<f32>,
) { ... }
fn get_dir(self, solver: impl Into<IKSolverFullBody>) -> Vector3 { ... }
fn ortho_to_limb(
self,
solver: impl Into<IKSolverFullBody>,
tangent: impl Into<Vector3>,
) -> Vector3 { ... }
fn ortho_to_bone1(
self,
solver: impl Into<IKSolverFullBody>,
tangent: impl Into<Vector3>,
) -> Vector3 { ... }
}Provided Methods§
Sourcefn is_valid(
self,
solver: impl Into<IKSolverFullBody>,
logger: impl Into<Warning_Logger>,
) -> bool
fn is_valid( self, solver: impl Into<IKSolverFullBody>, logger: impl Into<Warning_Logger>, ) -> bool
IsValid(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::root_motion::warning::Warning_Logger) overload
Sourcefn get_initiated(self) -> bool
fn get_initiated(self) -> bool
get_initiated() overload
Sourcefn set_initiated(self, value: impl Into<bool>)
fn set_initiated(self, value: impl Into<bool>)
set_initiated(bool) overload
Sourcefn ctor_2(
self,
bone1: impl Into<Transform>,
bone2: impl Into<Transform>,
bone3: impl Into<Transform>,
)
fn ctor_2( self, bone1: impl Into<Transform>, bone2: impl Into<Transform>, bone3: impl Into<Transform>, )
.ctor(crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform) overload
Sourcefn set_bones(
self,
bone1: impl Into<Transform>,
bone2: impl Into<Transform>,
bone3: impl Into<Transform>,
)
fn set_bones( self, bone1: impl Into<Transform>, bone2: impl Into<Transform>, bone3: impl Into<Transform>, )
SetBones(crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform) overload
Sourcefn initiate(self, solver: impl Into<IKSolverFullBody>)
fn initiate(self, solver: impl Into<IKSolverFullBody>)
Initiate(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn set_limb_orientation(
self,
upper: impl Into<Vector3>,
lower: impl Into<Vector3>,
last: impl Into<Vector3>,
)
fn set_limb_orientation( self, upper: impl Into<Vector3>, lower: impl Into<Vector3>, last: impl Into<Vector3>, )
SetLimbOrientation(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Sourcefn limit_bend(
self,
solver_weight: impl Into<f32>,
position_weight: impl Into<f32>,
)
fn limit_bend( self, solver_weight: impl Into<f32>, position_weight: impl Into<f32>, )
LimitBend(f32, f32) overload
Sourcefn get_dir(self, solver: impl Into<IKSolverFullBody>) -> Vector3
fn get_dir(self, solver: impl Into<IKSolverFullBody>) -> Vector3
GetDir(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn ortho_to_limb(
self,
solver: impl Into<IKSolverFullBody>,
tangent: impl Into<Vector3>,
) -> Vector3
fn ortho_to_limb( self, solver: impl Into<IKSolverFullBody>, tangent: impl Into<Vector3>, ) -> Vector3
OrthoToLimb(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::unity_engine::vector3::Vector3) overload
Sourcefn ortho_to_bone1(
self,
solver: impl Into<IKSolverFullBody>,
tangent: impl Into<Vector3>,
) -> Vector3
fn ortho_to_bone1( self, solver: impl Into<IKSolverFullBody>, tangent: impl Into<Vector3>, ) -> Vector3
OrthoToBone1(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, 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§
impl<__T: IIKConstraintBend> IIKConstraintBendMethods for __T
root_motion-final_ik-ikconstraintbend only.