pub trait IIKMapping_BoneMapMethods: IIKMapping_BoneMap {
Show 26 methods
// Provided methods
fn initiate(
self,
transform: impl Into<Transform>,
solver: impl Into<IKSolverFullBody>,
) { ... }
fn get_swing_direction(self) -> Vector3 { ... }
fn store_default_local_state(self) { ... }
fn fix_transform(self, position: impl Into<bool>) { ... }
fn get_is_node_bone(self) -> bool { ... }
fn set_length(self, next_bone: impl Into<IKMapping_BoneMap>) { ... }
fn set_local_swing_axis(self, swing_target: impl Into<IKMapping_BoneMap>) { ... }
fn set_local_swing_axis_2(
self,
bone1: impl Into<IKMapping_BoneMap>,
bone2: impl Into<IKMapping_BoneMap>,
) { ... }
fn set_local_twist_axis(
self,
twist_direction: impl Into<Vector3>,
normal_direction: impl Into<Vector3>,
) { ... }
fn set_plane(
self,
solver: impl Into<IKSolverFullBody>,
plane_bone1: impl Into<Transform>,
plane_bone2: impl Into<Transform>,
plane_bone3: impl Into<Transform>,
) { ... }
fn update_plane(self, rotation: impl Into<bool>, position: impl Into<bool>) { ... }
fn set_ik_position(self) { ... }
fn maintain_rotation(self) { ... }
fn set_to_ik_position(self) { ... }
fn fix_to_node(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
fix_node: impl Into<IKSolver_Node>,
) { ... }
fn get_plane_position(self, solver: impl Into<IKSolverFullBody>) -> Vector3 { ... }
fn position_to_plane(self, solver: impl Into<IKSolverFullBody>) { ... }
fn rotate_to_plane(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
) { ... }
fn swing(self, swing_target: impl Into<Vector3>, weight: impl Into<f32>) { ... }
fn swing_2(
self,
pos1: impl Into<Vector3>,
pos2: impl Into<Vector3>,
weight: impl Into<f32>,
) { ... }
fn twist(
self,
twist_direction: impl Into<Vector3>,
normal_direction: impl Into<Vector3>,
weight: impl Into<f32>,
) { ... }
fn rotate_to_maintain(self, weight: impl Into<f32>) { ... }
fn rotate_to_effector(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
) { ... }
fn get_target_rotation(
self,
solver: impl Into<IKSolverFullBody>,
) -> Quaternion { ... }
fn get_last_animated_target_rotation(self) -> Quaternion { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn initiate(
self,
transform: impl Into<Transform>,
solver: impl Into<IKSolverFullBody>,
)
fn initiate( self, transform: impl Into<Transform>, solver: impl Into<IKSolverFullBody>, )
Initiate(crate::unity_engine::transform::Transform, crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn get_swing_direction(self) -> Vector3
fn get_swing_direction(self) -> Vector3
get_swingDirection() overload
Sourcefn store_default_local_state(self)
fn store_default_local_state(self)
StoreDefaultLocalState() overload
Sourcefn fix_transform(self, position: impl Into<bool>)
fn fix_transform(self, position: impl Into<bool>)
FixTransform(bool) overload
Sourcefn get_is_node_bone(self) -> bool
fn get_is_node_bone(self) -> bool
get_isNodeBone() overload
Sourcefn set_length(self, next_bone: impl Into<IKMapping_BoneMap>)
fn set_length(self, next_bone: impl Into<IKMapping_BoneMap>)
SetLength(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload
Sourcefn set_local_swing_axis(self, swing_target: impl Into<IKMapping_BoneMap>)
fn set_local_swing_axis(self, swing_target: impl Into<IKMapping_BoneMap>)
SetLocalSwingAxis(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload
Sourcefn set_local_swing_axis_2(
self,
bone1: impl Into<IKMapping_BoneMap>,
bone2: impl Into<IKMapping_BoneMap>,
)
fn set_local_swing_axis_2( self, bone1: impl Into<IKMapping_BoneMap>, bone2: impl Into<IKMapping_BoneMap>, )
SetLocalSwingAxis(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap, crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload
Sourcefn set_local_twist_axis(
self,
twist_direction: impl Into<Vector3>,
normal_direction: impl Into<Vector3>,
)
fn set_local_twist_axis( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, )
SetLocalTwistAxis(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Sourcefn set_plane(
self,
solver: impl Into<IKSolverFullBody>,
plane_bone1: impl Into<Transform>,
plane_bone2: impl Into<Transform>,
plane_bone3: impl Into<Transform>,
)
fn set_plane( self, solver: impl Into<IKSolverFullBody>, plane_bone1: impl Into<Transform>, plane_bone2: impl Into<Transform>, plane_bone3: impl Into<Transform>, )
SetPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform) overload
Sourcefn update_plane(self, rotation: impl Into<bool>, position: impl Into<bool>)
fn update_plane(self, rotation: impl Into<bool>, position: impl Into<bool>)
UpdatePlane(bool, bool) overload
Sourcefn set_ik_position(self)
fn set_ik_position(self)
SetIKPosition() overload
Sourcefn maintain_rotation(self)
fn maintain_rotation(self)
MaintainRotation() overload
Sourcefn set_to_ik_position(self)
fn set_to_ik_position(self)
SetToIKPosition() overload
Sourcefn fix_to_node(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
fix_node: impl Into<IKSolver_Node>,
)
fn fix_to_node( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, fix_node: impl Into<IKSolver_Node>, )
FixToNode(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32, crate::root_motion::final_ik::iksolver::IKSolver_Node) overload
Sourcefn get_plane_position(self, solver: impl Into<IKSolverFullBody>) -> Vector3
fn get_plane_position(self, solver: impl Into<IKSolverFullBody>) -> Vector3
GetPlanePosition(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn position_to_plane(self, solver: impl Into<IKSolverFullBody>)
fn position_to_plane(self, solver: impl Into<IKSolverFullBody>)
PositionToPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn rotate_to_plane(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
)
fn rotate_to_plane( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, )
RotateToPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32) overload
Sourcefn swing(self, swing_target: impl Into<Vector3>, weight: impl Into<f32>)
fn swing(self, swing_target: impl Into<Vector3>, weight: impl Into<f32>)
Swing(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn swing_2(
self,
pos1: impl Into<Vector3>,
pos2: impl Into<Vector3>,
weight: impl Into<f32>,
)
fn swing_2( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, weight: impl Into<f32>, )
Swing(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn twist(
self,
twist_direction: impl Into<Vector3>,
normal_direction: impl Into<Vector3>,
weight: impl Into<f32>,
)
fn twist( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, weight: impl Into<f32>, )
Twist(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn rotate_to_maintain(self, weight: impl Into<f32>)
fn rotate_to_maintain(self, weight: impl Into<f32>)
RotateToMaintain(f32) overload
Sourcefn rotate_to_effector(
self,
solver: impl Into<IKSolverFullBody>,
weight: impl Into<f32>,
)
fn rotate_to_effector( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, )
RotateToEffector(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32) overload
Sourcefn get_target_rotation(self, solver: impl Into<IKSolverFullBody>) -> Quaternion
fn get_target_rotation(self, solver: impl Into<IKSolverFullBody>) -> Quaternion
GetTargetRotation(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn get_last_animated_target_rotation(self) -> Quaternion
fn get_last_animated_target_rotation(self) -> Quaternion
get_lastAnimatedTargetRotation() 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: IIKMapping_BoneMap> IIKMapping_BoneMapMethods for __T
root_motion-final_ik-ikmapping only.