pub struct IKSolverVR_Spine(/* private fields */);Expand description
IL2CPP class: RootMotion.FinalIK.IKSolverVR.Spine
Inherits: IKSolverVR_BodyPart
Implementations§
Source§impl IKSolverVR_Spine
impl IKSolverVR_Spine
pub fn base(self) -> IKSolverVR_BodyPart
Source§impl IKSolverVR_Spine
impl IKSolverVR_Spine
pub fn get_pelvis_method_info() -> &'static MethodInfo
pub fn get_first_spine_bone_method_info() -> &'static MethodInfo
pub fn get_chest_method_info() -> &'static MethodInfo
pub fn get_neck_method_info() -> &'static MethodInfo
pub fn get_head_method_info() -> &'static MethodInfo
pub fn get_anchor_rotation_method_info() -> &'static MethodInfo
pub fn set_anchor_rotation_method_info() -> &'static MethodInfo
pub fn get_anchor_relative_to_head_method_info() -> &'static MethodInfo
pub fn set_anchor_relative_to_head_method_info() -> &'static MethodInfo
pub fn on_read_method_info() -> &'static MethodInfo
pub fn pre_solve_method_info() -> &'static MethodInfo
pub fn apply_offsets_method_info() -> &'static MethodInfo
pub fn calculate_chest_target_rotation_method_info() -> &'static MethodInfo
pub fn solve_method_info() -> &'static MethodInfo
pub fn fabrik_pass_method_info() -> &'static MethodInfo
pub fn solve_pelvis_method_info() -> &'static MethodInfo
pub fn write_method_info() -> &'static MethodInfo
pub fn reset_offsets_method_info() -> &'static MethodInfo
pub fn adjust_chest_by_hands_method_info() -> &'static MethodInfo
pub fn inverse_translate_to_head_method_info() -> &'static MethodInfo
pub fn translate_pelvis_method_info() -> &'static MethodInfo
pub fn limit_pelvis_position_method_info() -> &'static MethodInfo
pub fn bend_method_info() -> &'static MethodInfo
pub fn bend_2_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
Source§impl IKSolverVR_Spine
impl IKSolverVR_Spine
Sourcepub unsafe fn on_read(
this: impl Into<IlInstance>,
positions: Array<Vector3>,
rotations: Array<Quaternion>,
has_chest: bool,
has_neck: bool,
has_shoulders: bool,
has_toes: bool,
has_legs: bool,
root_index: i32,
index: i32,
)
pub unsafe fn on_read( this: impl Into<IlInstance>, positions: Array<Vector3>, rotations: Array<Quaternion>, has_chest: bool, has_neck: bool, has_shoulders: bool, has_toes: bool, has_legs: bool, root_index: i32, index: i32, )
Direct (non-virtual) call to IKSolverVR_Spine’s own OnRead. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn pre_solve(this: impl Into<IlInstance>)
pub unsafe fn pre_solve(this: impl Into<IlInstance>)
Direct (non-virtual) call to IKSolverVR_Spine’s own PreSolve. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn apply_offsets(this: impl Into<IlInstance>, scale: f32)
pub unsafe fn apply_offsets(this: impl Into<IlInstance>, scale: f32)
Direct (non-virtual) call to IKSolverVR_Spine’s own ApplyOffsets. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn write(
this: impl Into<IlInstance>,
solved_positions: *mut Array<Vector3>,
solved_rotations: *mut Array<Quaternion>,
)
pub unsafe fn write( this: impl Into<IlInstance>, solved_positions: *mut Array<Vector3>, solved_rotations: *mut Array<Quaternion>, )
Direct (non-virtual) call to IKSolverVR_Spine’s own Write. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn reset_offsets(this: impl Into<IlInstance>)
pub unsafe fn reset_offsets(this: impl Into<IlInstance>)
Direct (non-virtual) call to IKSolverVR_Spine’s own ResetOffsets. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Trait Implementations§
Source§impl ClassIdentity for IKSolverVR_Spine
impl ClassIdentity for IKSolverVR_Spine
Source§impl Clone for IKSolverVR_Spine
impl Clone for IKSolverVR_Spine
Source§fn clone(&self) -> IKSolverVR_Spine
fn clone(&self) -> IKSolverVR_Spine
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl FromIlInstance for IKSolverVR_Spine
impl FromIlInstance for IKSolverVR_Spine
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
class is a subtype of Self or layout compatibleSource§impl IIKSolverVR_BodyPart for IKSolverVR_Spine
impl IIKSolverVR_BodyPart for IKSolverVR_Spine
fn bones(self) -> Array<IKSolverVR_VirtualBone>
fn set_bones(self, value: Array<IKSolverVR_VirtualBone>)
fn initiated(self) -> bool
fn set_initiated(self, value: bool)
fn root_position(self) -> Vector3
fn set_root_position(self, value: Vector3)
fn root_rotation(self) -> Quaternion
fn set_root_rotation(self, value: Quaternion)
fn index(self) -> i32
fn set_index(self, value: i32)
fn lod_field(self) -> i32
fn set_lod_field(self, value: i32)
Source§impl IIKSolverVR_Spine for IKSolverVR_Spine
impl IIKSolverVR_Spine for IKSolverVR_Spine
fn head_target(self) -> Transform
fn set_head_target(self, value: Transform)
fn pelvis_target(self) -> Transform
fn set_pelvis_target(self, value: Transform)
fn position_weight(self) -> f32
fn set_position_weight(self, value: f32)
fn rotation_weight(self) -> f32
fn set_rotation_weight(self, value: f32)
fn pelvis_position_weight(self) -> f32
fn set_pelvis_position_weight(self, value: f32)
fn pelvis_rotation_weight(self) -> f32
fn set_pelvis_rotation_weight(self, value: f32)
fn chest_goal(self) -> Transform
fn set_chest_goal(self, value: Transform)
fn chest_goal_weight(self) -> f32
fn set_chest_goal_weight(self, value: f32)
fn min_head_height(self) -> f32
fn set_min_head_height(self, value: f32)
fn body_pos_stiffness(self) -> f32
fn set_body_pos_stiffness(self, value: f32)
fn body_rot_stiffness(self) -> f32
fn set_body_rot_stiffness(self, value: f32)
fn neck_stiffness(self) -> f32
fn set_neck_stiffness(self, value: f32)
fn rotate_chest_by_hands(self) -> f32
fn set_rotate_chest_by_hands(self, value: f32)
fn chest_clamp_weight(self) -> f32
fn set_chest_clamp_weight(self, value: f32)
fn head_clamp_weight(self) -> f32
fn set_head_clamp_weight(self, value: f32)
fn move_body_back_when_crouching(self) -> f32
fn set_move_body_back_when_crouching(self, value: f32)
fn maintain_pelvis_position(self) -> f32
fn set_maintain_pelvis_position(self, value: f32)
fn max_root_angle(self) -> f32
fn set_max_root_angle(self, value: f32)
fn root_heading_offset(self) -> f32
fn set_root_heading_offset(self, value: f32)
fn ik_position_head(self) -> Vector3
fn set_ik_position_head(self, value: Vector3)
fn ik_rotation_head(self) -> Quaternion
fn set_ik_rotation_head(self, value: Quaternion)
fn ik_position_pelvis(self) -> Vector3
fn set_ik_position_pelvis(self, value: Vector3)
fn ik_rotation_pelvis(self) -> Quaternion
fn set_ik_rotation_pelvis(self, value: Quaternion)
fn goal_position_chest(self) -> Vector3
fn set_goal_position_chest(self, value: Vector3)
fn pelvis_position_offset(self) -> Vector3
fn set_pelvis_position_offset(self, value: Vector3)
fn chest_position_offset(self) -> Vector3
fn set_chest_position_offset(self, value: Vector3)
fn head_position_offset(self) -> Vector3
fn set_head_position_offset(self, value: Vector3)
fn pelvis_rotation_offset(self) -> Quaternion
fn set_pelvis_rotation_offset(self, value: Quaternion)
fn chest_rotation_offset(self) -> Quaternion
fn set_chest_rotation_offset(self, value: Quaternion)
fn head_rotation_offset(self) -> Quaternion
fn set_head_rotation_offset(self, value: Quaternion)
fn face_direction(self) -> Vector3
fn set_face_direction(self, value: Vector3)
fn locomotion_head_position_offset(self) -> Vector3
fn set_locomotion_head_position_offset(self, value: Vector3)
fn head_position(self) -> Vector3
fn set_head_position(self, value: Vector3)
fn head_rotation(self) -> Quaternion
fn set_head_rotation(self, value: Quaternion)
fn pelvis_rotation(self) -> Quaternion
fn set_pelvis_rotation(self, value: Quaternion)
fn anchor_relative_to_pelvis(self) -> Quaternion
fn set_anchor_relative_to_pelvis(self, value: Quaternion)
fn pelvis_relative_rotation(self) -> Quaternion
fn set_pelvis_relative_rotation(self, value: Quaternion)
fn chest_relative_rotation(self) -> Quaternion
fn set_chest_relative_rotation(self, value: Quaternion)
fn head_delta_position(self) -> Vector3
fn set_head_delta_position(self, value: Vector3)
fn pelvis_delta_rotation(self) -> Quaternion
fn set_pelvis_delta_rotation(self, value: Quaternion)
fn chest_target_rotation(self) -> Quaternion
fn set_chest_target_rotation(self, value: Quaternion)
fn pelvis_index(self) -> i32
fn set_pelvis_index(self, value: i32)
fn spine_index(self) -> i32
fn set_spine_index(self, value: i32)
fn chest_index(self) -> i32
fn set_chest_index(self, value: i32)
fn neck_index(self) -> i32
fn set_neck_index(self, value: i32)
fn head_index(self) -> i32
fn set_head_index(self, value: i32)
fn length(self) -> f32
fn set_length(self, value: f32)
fn has_chest(self) -> bool
fn set_has_chest(self, value: bool)
fn has_neck(self) -> bool
fn set_has_neck(self, value: bool)
fn has_legs(self) -> bool
fn set_has_legs(self, value: bool)
fn head_height(self) -> f32
fn set_head_height(self, value: f32)
fn size_mlp(self) -> f32
fn set_size_mlp(self, value: f32)
fn chest_forward(self) -> Vector3
fn set_chest_forward(self, value: Vector3)
impl Copy for IKSolverVR_Spine
impl IObject for IKSolverVR_Spine
Auto Trait Implementations§
impl Freeze for IKSolverVR_Spine
impl RefUnwindSafe for IKSolverVR_Spine
impl !Send for IKSolverVR_Spine
impl !Sync for IKSolverVR_Spine
impl Unpin for IKSolverVR_Spine
impl UnwindSafe for IKSolverVR_Spine
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Source§impl<__T> IIKSolverVR_BodyPartMethods for __Twhere
__T: IIKSolverVR_BodyPart,
impl<__T> IIKSolverVR_BodyPartMethods for __Twhere
__T: IIKSolverVR_BodyPart,
Source§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 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) overloadSource§fn 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>) overloadSource§fn apply_offsets(self, scale: impl Into<f32>)
fn apply_offsets(self, scale: impl Into<f32>)
ApplyOffsets(f32) overloadSource§fn reset_offsets(self)
fn reset_offsets(self)
ResetOffsets() overloadSource§fn get_sqr_mag(self) -> f32
fn get_sqr_mag(self) -> f32
get_sqrMag() overloadSource§fn set_sqr_mag(self, value: impl Into<f32>)
fn set_sqr_mag(self, value: impl Into<f32>)
set_sqrMag(f32) overloadSource§fn 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 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>, )
Read(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, bool, bool, bool, bool, i32, i32) overloadSource§fn move_position(self, position: impl Into<Vector3>)
fn move_position(self, position: impl Into<Vector3>)
MovePosition(crate::unity_engine::vector3::Vector3) overloadSource§fn move_rotation(self, rotation: impl Into<Quaternion>)
fn move_rotation(self, rotation: impl Into<Quaternion>)
MoveRotation(crate::unity_engine::quaternion::Quaternion) overloadSource§fn translate(
self,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
)
fn translate( self, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, )
Translate(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overloadSource§fn translate_root(
self,
new_root_pos: impl Into<Vector3>,
new_root_rot: impl Into<Quaternion>,
)
fn translate_root( self, new_root_pos: impl Into<Vector3>, new_root_rot: impl Into<Quaternion>, )
TranslateRoot(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overloadSource§fn rotate_to(
self,
bone: impl Into<IKSolverVR_VirtualBone>,
rotation: impl Into<Quaternion>,
weight: impl Into<f32>,
)
fn rotate_to( self, bone: impl Into<IKSolverVR_VirtualBone>, rotation: impl Into<Quaternion>, weight: impl Into<f32>, )
RotateTo(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::unity_engine::quaternion::Quaternion, f32) overloadSource§fn visualize(self, color: impl Into<Color>)
fn visualize(self, color: impl Into<Color>)
Visualize(crate::unity_engine::color::Color) overloadSource§fn visualize_2(self)
fn visualize_2(self)
Visualize() overloadSource§impl<__T> IIKSolverVR_SpineMethods for __Twhere
__T: IIKSolverVR_Spine,
impl<__T> IIKSolverVR_SpineMethods for __Twhere
__T: IIKSolverVR_Spine,
Source§fn get_pelvis(self) -> IKSolverVR_VirtualBone
fn get_pelvis(self) -> IKSolverVR_VirtualBone
get_pelvis() overloadSource§fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone
fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone
get_firstSpineBone() overloadSource§fn get_chest(self) -> IKSolverVR_VirtualBone
fn get_chest(self) -> IKSolverVR_VirtualBone
get_chest() overloadSource§fn get_neck(self) -> IKSolverVR_VirtualBone
fn get_neck(self) -> IKSolverVR_VirtualBone
get_neck() overloadSource§fn get_head(self) -> IKSolverVR_VirtualBone
fn get_head(self) -> IKSolverVR_VirtualBone
get_head() overloadSource§fn get_anchor_rotation(self) -> Quaternion
fn get_anchor_rotation(self) -> Quaternion
get_anchorRotation() overloadSource§fn set_anchor_rotation(self, value: impl Into<Quaternion>)
fn set_anchor_rotation(self, value: impl Into<Quaternion>)
set_anchorRotation(crate::unity_engine::quaternion::Quaternion) overloadSource§fn get_anchor_relative_to_head(self) -> Quaternion
fn get_anchor_relative_to_head(self) -> Quaternion
get_anchorRelativeToHead() overloadSource§fn 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) overloadSource§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 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) overloadSource§fn apply_offsets(self, scale: impl Into<f32>)
fn apply_offsets(self, scale: impl Into<f32>)
ApplyOffsets(f32) overloadSource§fn 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>) overloadSource§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 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) overloadSource§fn 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) overloadSource§fn solve_pelvis(self)
fn solve_pelvis(self)
SolvePelvis() overloadSource§fn 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>) overloadSource§fn reset_offsets(self)
fn reset_offsets(self)
ResetOffsets() overloadSource§fn 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>) overloadSource§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 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) overloadSource§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 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) overloadSource§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 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) overloadSource§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( 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) overloadSource§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 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) overloadSource§impl<T0, T1, __U> IKeyValuePair_2Methods<T0, T1> for __U
impl<T0, T1, __U> IKeyValuePair_2Methods<T0, T1> for __U
Source§impl<T0, __U> ILargeArrayBuilder_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ILargeArrayBuilder_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, initialize: bool)where
Self: Sized,
fn ctor_2(self, max_capacity: i32)where
Self: Sized,
fn add_range(self, items: IEnumerable_1<T0>)where
Self: Sized,
fn copy_to(self, array: Array<T0>, array_index: i32, count: i32)where
Self: Sized,
fn get_buffer(self, index: i32) -> Array<T0>where
Self: Sized,
fn to_array(self) -> Array<T0>where
Self: Sized,
fn try_move(self) -> (bool, Array<T0>)where
Self: Sized,
fn allocate_buffer(self)where
Self: Sized,
Source§impl<T0, __U> ILinkedList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ILinkedList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, list: LinkedList_1<T0>)where
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn system_runtime_serialization_i_deserialization_callback_on_deserialization(
self,
sender: Object,
)where
Self: Sized,
Source§impl<T0, __U> IListBuffer_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IListBuffer_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn get_count(self) -> i32where
Self: Sized,
fn get_capacity(self) -> i32where
Self: Sized,
fn get_item(self) -> (*mut T0, i32)where
Self: Sized,
fn get_unchecked(self) -> (*mut T0, i32)where
Self: Sized,
fn try_add(self) -> (bool, T0)where
Self: Sized,
fn try_copy_to(self, other: ListBuffer_1<T0>) -> boolwhere
Self: Sized,
Source§impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, list: List_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn move_next_rare(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<__T> IObjectMethods for __Twhere
__T: IObject,
impl<__T> IObjectMethods for __Twhere
__T: IObject,
Source§fn equals(self, obj: impl Into<Object>) -> bool
fn equals(self, obj: impl Into<Object>) -> bool
Equals(crate::system::object::Object) overloadSource§fn get_hash_code(self) -> i32
fn get_hash_code(self) -> i32
GetHashCode() overloadSource§fn memberwise_clone(self) -> Object
fn memberwise_clone(self) -> Object
MemberwiseClone() overloadSource§fn to_string(self) -> Il2CppString
fn to_string(self) -> Il2CppString
ToString() overloadSource§fn field_getter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
) -> IlInstance
fn field_getter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, ) -> IlInstance
FieldGetter(::unity::Il2CppString, ::unity::Il2CppString, *mut::unity::IlInstance) overloadSource§fn field_setter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
val: impl Into<Object>,
)
fn field_setter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, val: impl Into<Object>, )
FieldSetter(::unity::Il2CppString, ::unity::Il2CppString, crate::system::object::Object) overload