pub trait IIKSolverVR_SpineMethods: IIKSolverVR_Spine {
Show 25 methods
// Provided methods
fn get_pelvis(self) -> IKSolverVR_VirtualBone { ... }
fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone { ... }
fn get_chest(self) -> IKSolverVR_VirtualBone { ... }
fn get_neck(self) -> IKSolverVR_VirtualBone { ... }
fn get_head(self) -> IKSolverVR_VirtualBone { ... }
fn get_anchor_rotation(self) -> Quaternion { ... }
fn set_anchor_rotation(self, value: impl Into<Quaternion>) { ... }
fn get_anchor_relative_to_head(self) -> Quaternion { ... }
fn set_anchor_relative_to_head(self, value: impl Into<Quaternion>) { ... }
fn on_read(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_chest: impl Into<bool>,
has_neck: impl Into<bool>,
has_shoulders: impl Into<bool>,
has_toes: impl Into<bool>,
has_legs: impl Into<bool>,
root_index: impl Into<i32>,
index: impl Into<i32>,
) { ... }
fn pre_solve(self) { ... }
fn apply_offsets(self, scale: impl Into<f32>) { ... }
fn calculate_chest_target_rotation(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
arms: impl Into<Array<IKSolverVR_Arm>>,
) { ... }
fn solve(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
legs: impl Into<Array<IKSolverVR_Leg>>,
arms: impl Into<Array<IKSolverVR_Arm>>,
scale: impl Into<f32>,
) { ... }
fn fabrik_pass(
self,
animated_pelvis_pos: impl Into<Vector3>,
root_up: impl Into<Vector3>,
weight: impl Into<f32>,
) { ... }
fn solve_pelvis(self) { ... }
fn write(self) -> (Array<Vector3>, Array<Quaternion>) { ... }
fn reset_offsets(self) { ... }
fn adjust_chest_by_hands(
self,
arms: impl Into<Array<IKSolverVR_Arm>>,
) -> Quaternion { ... }
fn inverse_translate_to_head(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
limited: impl Into<bool>,
use_current_leg_mag: impl Into<bool>,
offset: impl Into<Vector3>,
w: impl Into<f32>,
) { ... }
fn translate_pelvis(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
delta_position: impl Into<Vector3>,
delta_rotation: impl Into<Quaternion>,
scale: impl Into<f32>,
) { ... }
fn limit_pelvis_position(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
pelvis_position: impl Into<Vector3>,
use_current_leg_mag: impl Into<bool>,
it: impl Into<i32>,
) -> Vector3 { ... }
fn bend(
self,
bones: impl Into<Array<IKSolverVR_VirtualBone>>,
first_index: impl Into<i32>,
last_index: impl Into<i32>,
target_rotation: impl Into<Quaternion>,
clamp_weight: impl Into<f32>,
uniform_weight: impl Into<bool>,
w: impl Into<f32>,
) { ... }
fn bend_2(
self,
bones: impl Into<Array<IKSolverVR_VirtualBone>>,
first_index: impl Into<i32>,
last_index: impl Into<i32>,
target_rotation: impl Into<Quaternion>,
rotation_offset: impl Into<Quaternion>,
clamp_weight: impl Into<f32>,
uniform_weight: impl Into<bool>,
w: impl Into<f32>,
) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_pelvis(self) -> IKSolverVR_VirtualBone
fn get_pelvis(self) -> IKSolverVR_VirtualBone
get_pelvis() overload
Sourcefn get_first_spine_bone(self) -> IKSolverVR_VirtualBone
fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone
get_firstSpineBone() overload
Sourcefn get_chest(self) -> IKSolverVR_VirtualBone
fn get_chest(self) -> IKSolverVR_VirtualBone
get_chest() overload
Sourcefn get_neck(self) -> IKSolverVR_VirtualBone
fn get_neck(self) -> IKSolverVR_VirtualBone
get_neck() overload
Sourcefn get_head(self) -> IKSolverVR_VirtualBone
fn get_head(self) -> IKSolverVR_VirtualBone
get_head() overload
Sourcefn get_anchor_rotation(self) -> Quaternion
fn get_anchor_rotation(self) -> Quaternion
get_anchorRotation() overload
Sourcefn set_anchor_rotation(self, value: impl Into<Quaternion>)
fn set_anchor_rotation(self, value: impl Into<Quaternion>)
set_anchorRotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_anchor_relative_to_head(self) -> Quaternion
fn get_anchor_relative_to_head(self) -> Quaternion
get_anchorRelativeToHead() overload
Sourcefn set_anchor_relative_to_head(self, value: impl Into<Quaternion>)
fn set_anchor_relative_to_head(self, value: impl Into<Quaternion>)
set_anchorRelativeToHead(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn on_read(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_chest: impl Into<bool>,
has_neck: impl Into<bool>,
has_shoulders: impl Into<bool>,
has_toes: impl Into<bool>,
has_legs: impl Into<bool>,
root_index: impl Into<i32>,
index: impl Into<i32>,
)
fn on_read( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, has_chest: impl Into<bool>, has_neck: impl Into<bool>, has_shoulders: impl Into<bool>, has_toes: impl Into<bool>, has_legs: impl Into<bool>, root_index: impl Into<i32>, index: impl Into<i32>, )
OnRead(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, bool, bool, bool, bool, i32, i32) overload
Sourcefn apply_offsets(self, scale: impl Into<f32>)
fn apply_offsets(self, scale: impl Into<f32>)
ApplyOffsets(f32) overload
Sourcefn calculate_chest_target_rotation(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
arms: impl Into<Array<IKSolverVR_Arm>>,
)
fn calculate_chest_target_rotation( self, root_bone: impl Into<IKSolverVR_VirtualBone>, arms: impl Into<Array<IKSolverVR_Arm>>, )
CalculateChestTargetRotation(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>) overload
Sourcefn solve(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
legs: impl Into<Array<IKSolverVR_Leg>>,
arms: impl Into<Array<IKSolverVR_Arm>>,
scale: impl Into<f32>,
)
fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, legs: impl Into<Array<IKSolverVR_Leg>>, arms: impl Into<Array<IKSolverVR_Arm>>, scale: impl Into<f32>, )
Solve(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>, f32) overload
Sourcefn fabrik_pass(
self,
animated_pelvis_pos: impl Into<Vector3>,
root_up: impl Into<Vector3>,
weight: impl Into<f32>,
)
fn fabrik_pass( self, animated_pelvis_pos: impl Into<Vector3>, root_up: impl Into<Vector3>, weight: impl Into<f32>, )
FABRIKPass(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn solve_pelvis(self)
fn solve_pelvis(self)
SolvePelvis() overload
Sourcefn write(self) -> (Array<Vector3>, Array<Quaternion>)
fn write(self) -> (Array<Vector3>, Array<Quaternion>)
Write(*mut::unity::Array<crate::unity_engine::vector3::Vector3>, *mut::unity::Array<crate::unity_engine::quaternion::Quaternion>) overload
Sourcefn reset_offsets(self)
fn reset_offsets(self)
ResetOffsets() overload
Sourcefn adjust_chest_by_hands(
self,
arms: impl Into<Array<IKSolverVR_Arm>>,
) -> Quaternion
fn adjust_chest_by_hands( self, arms: impl Into<Array<IKSolverVR_Arm>>, ) -> Quaternion
AdjustChestByHands(*mutcrate::unity_engine::quaternion::Quaternion, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>) overload
Sourcefn inverse_translate_to_head(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
limited: impl Into<bool>,
use_current_leg_mag: impl Into<bool>,
offset: impl Into<Vector3>,
w: impl Into<f32>,
)
fn inverse_translate_to_head( self, legs: impl Into<Array<IKSolverVR_Leg>>, limited: impl Into<bool>, use_current_leg_mag: impl Into<bool>, offset: impl Into<Vector3>, w: impl Into<f32>, )
InverseTranslateToHead(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, bool, bool, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn translate_pelvis(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
delta_position: impl Into<Vector3>,
delta_rotation: impl Into<Quaternion>,
scale: impl Into<f32>,
)
fn translate_pelvis( self, legs: impl Into<Array<IKSolverVR_Leg>>, delta_position: impl Into<Vector3>, delta_rotation: impl Into<Quaternion>, scale: impl Into<f32>, )
TranslatePelvis(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, f32) overload
Sourcefn limit_pelvis_position(
self,
legs: impl Into<Array<IKSolverVR_Leg>>,
pelvis_position: impl Into<Vector3>,
use_current_leg_mag: impl Into<bool>,
it: impl Into<i32>,
) -> Vector3
fn limit_pelvis_position( self, legs: impl Into<Array<IKSolverVR_Leg>>, pelvis_position: impl Into<Vector3>, use_current_leg_mag: impl Into<bool>, it: impl Into<i32>, ) -> Vector3
LimitPelvisPosition(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, crate::unity_engine::vector3::Vector3, bool, i32) overload
Sourcefn bend(
self,
bones: impl Into<Array<IKSolverVR_VirtualBone>>,
first_index: impl Into<i32>,
last_index: impl Into<i32>,
target_rotation: impl Into<Quaternion>,
clamp_weight: impl Into<f32>,
uniform_weight: impl Into<bool>,
w: impl Into<f32>,
)
fn bend( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, )
Bend(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone>, i32, i32, crate::unity_engine::quaternion::Quaternion, f32, bool, f32) overload
Sourcefn bend_2(
self,
bones: impl Into<Array<IKSolverVR_VirtualBone>>,
first_index: impl Into<i32>,
last_index: impl Into<i32>,
target_rotation: impl Into<Quaternion>,
rotation_offset: impl Into<Quaternion>,
clamp_weight: impl Into<f32>,
uniform_weight: impl Into<bool>,
w: impl Into<f32>,
)
fn bend_2( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, rotation_offset: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, )
Bend(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone>, i32, i32, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::quaternion::Quaternion, f32, bool, f32) 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: IIKSolverVR_Spine> IIKSolverVR_SpineMethods for __T
root_motion-final_ik-iksolvervr only.