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IIKSolverLimb

Trait IIKSolverLimb 

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pub trait IIKSolverLimb: IIKSolverTrigonometric {
Show 32 methods // Provided methods fn goal(self) -> AvatarIKGoal { ... } fn set_goal(self, value: AvatarIKGoal) { ... } fn bend_modifier(self) -> IKSolverLimb_BendModifier { ... } fn set_bend_modifier(self, value: IKSolverLimb_BendModifier) { ... } fn maintain_rotation_weight(self) -> f32 { ... } fn set_maintain_rotation_weight(self, value: f32) { ... } fn bend_modifier_weight(self) -> f32 { ... } fn set_bend_modifier_weight(self, value: f32) { ... } fn bend_goal(self) -> Transform { ... } fn set_bend_goal(self, value: Transform) { ... } fn maintain_bend_for1_frame(self) -> bool { ... } fn set_maintain_bend_for1_frame(self, value: bool) { ... } fn maintain_rotation_for1_frame(self) -> bool { ... } fn set_maintain_rotation_for1_frame(self, value: bool) { ... } fn default_root_rotation(self) -> Quaternion { ... } fn set_default_root_rotation(self, value: Quaternion) { ... } fn parent_default_rotation(self) -> Quaternion { ... } fn set_parent_default_rotation(self, value: Quaternion) { ... } fn bone3_rotation_before_solve(self) -> Quaternion { ... } fn set_bone3_rotation_before_solve(self, value: Quaternion) { ... } fn maintain_rotation_field(self) -> Quaternion { ... } fn set_maintain_rotation_field(self, value: Quaternion) { ... } fn bone3_default_rotation(self) -> Quaternion { ... } fn set_bone3_default_rotation(self, value: Quaternion) { ... } fn bend_normal(self) -> Vector3 { ... } fn set_bend_normal(self, value: Vector3) { ... } fn animation_normal(self) -> Vector3 { ... } fn set_animation_normal(self, value: Vector3) { ... } fn axis_directions_left(self) -> Array<IKSolverLimb_AxisDirection> { ... } fn set_axis_directions_left(self, value: Array<IKSolverLimb_AxisDirection>) { ... } fn axis_directions_right(self) -> Array<IKSolverLimb_AxisDirection> { ... } fn set_axis_directions_right(self, value: Array<IKSolverLimb_AxisDirection>) { ... }
}

Provided Methods§

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fn goal(self) -> AvatarIKGoal

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fn set_goal(self, value: AvatarIKGoal)

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fn bend_modifier(self) -> IKSolverLimb_BendModifier

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fn set_bend_modifier(self, value: IKSolverLimb_BendModifier)

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fn maintain_rotation_weight(self) -> f32

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fn set_maintain_rotation_weight(self, value: f32)

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fn bend_modifier_weight(self) -> f32

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fn set_bend_modifier_weight(self, value: f32)

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fn bend_goal(self) -> Transform

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fn set_bend_goal(self, value: Transform)

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fn maintain_bend_for1_frame(self) -> bool

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fn set_maintain_bend_for1_frame(self, value: bool)

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fn maintain_rotation_for1_frame(self) -> bool

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fn set_maintain_rotation_for1_frame(self, value: bool)

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fn default_root_rotation(self) -> Quaternion

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fn set_default_root_rotation(self, value: Quaternion)

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fn parent_default_rotation(self) -> Quaternion

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fn set_parent_default_rotation(self, value: Quaternion)

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fn bone3_rotation_before_solve(self) -> Quaternion

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fn set_bone3_rotation_before_solve(self, value: Quaternion)

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fn maintain_rotation_field(self) -> Quaternion

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fn set_maintain_rotation_field(self, value: Quaternion)

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fn bone3_default_rotation(self) -> Quaternion

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fn set_bone3_default_rotation(self, value: Quaternion)

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fn bend_normal(self) -> Vector3

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fn set_bend_normal(self, value: Vector3)

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fn animation_normal(self) -> Vector3

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fn set_animation_normal(self, value: Vector3)

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fn axis_directions_left(self) -> Array<IKSolverLimb_AxisDirection>

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fn set_axis_directions_left(self, value: Array<IKSolverLimb_AxisDirection>)

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fn axis_directions_right(self) -> Array<IKSolverLimb_AxisDirection>

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fn set_axis_directions_right(self, value: Array<IKSolverLimb_AxisDirection>)

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§