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IFBBIKHeadEffector

Trait IFBBIKHeadEffector 

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pub trait IFBBIKHeadEffector: IMonoBehaviour {
Show 92 methods // Provided methods fn ik(self) -> FullBodyBipedIK { ... } fn set_ik(self, value: FullBodyBipedIK) { ... } fn position_weight(self) -> f32 { ... } fn set_position_weight(self, value: f32) { ... } fn body_weight(self) -> f32 { ... } fn set_body_weight(self, value: f32) { ... } fn thigh_weight(self) -> f32 { ... } fn set_thigh_weight(self, value: f32) { ... } fn hands_pull_body(self) -> bool { ... } fn set_hands_pull_body(self, value: bool) { ... } fn rotation_weight(self) -> f32 { ... } fn set_rotation_weight(self, value: f32) { ... } fn body_clamp_weight(self) -> f32 { ... } fn set_body_clamp_weight(self, value: f32) { ... } fn head_clamp_weight(self) -> f32 { ... } fn set_head_clamp_weight(self, value: f32) { ... } fn bend_weight(self) -> f32 { ... } fn set_bend_weight(self, value: f32) { ... } fn bend_bones(self) -> Array<FBBIKHeadEffector_BendBone> { ... } fn set_bend_bones(self, value: Array<FBBIKHeadEffector_BendBone>) { ... } fn ccd_weight(self) -> f32 { ... } fn set_ccd_weight(self, value: f32) { ... } fn roll(self) -> f32 { ... } fn set_roll(self, value: f32) { ... } fn damper(self) -> f32 { ... } fn set_damper(self, value: f32) { ... } fn ccd_bones(self) -> Array<Transform> { ... } fn set_ccd_bones(self, value: Array<Transform>) { ... } fn post_stretch_weight(self) -> f32 { ... } fn set_post_stretch_weight(self, value: f32) { ... } fn max_stretch(self) -> f32 { ... } fn set_max_stretch(self, value: f32) { ... } fn stretch_damper(self) -> f32 { ... } fn set_stretch_damper(self, value: f32) { ... } fn fix_head(self) -> bool { ... } fn set_fix_head(self, value: bool) { ... } fn stretch_bones(self) -> Array<Transform> { ... } fn set_stretch_bones(self, value: Array<Transform>) { ... } fn chest_direction_field(self) -> Vector3 { ... } fn set_chest_direction_field(self, value: Vector3) { ... } fn chest_direction_weight(self) -> f32 { ... } fn set_chest_direction_weight(self, value: f32) { ... } fn chest_bones(self) -> Array<Transform> { ... } fn set_chest_bones(self, value: Array<Transform>) { ... } fn on_post_head_effector_fk(self) -> IKSolver_UpdateDelegate { ... } fn set_on_post_head_effector_fk(self, value: IKSolver_UpdateDelegate) { ... } fn offset(self) -> Vector3 { ... } fn set_offset(self, value: Vector3) { ... } fn head_to_body(self) -> Vector3 { ... } fn set_head_to_body(self, value: Vector3) { ... } fn shoulder_center_to_head(self) -> Vector3 { ... } fn set_shoulder_center_to_head(self, value: Vector3) { ... } fn head_to_left_thigh(self) -> Vector3 { ... } fn set_head_to_left_thigh(self, value: Vector3) { ... } fn head_to_right_thigh(self) -> Vector3 { ... } fn set_head_to_right_thigh(self, value: Vector3) { ... } fn left_shoulder_pos(self) -> Vector3 { ... } fn set_left_shoulder_pos(self, value: Vector3) { ... } fn right_shoulder_pos(self) -> Vector3 { ... } fn set_right_shoulder_pos(self, value: Vector3) { ... } fn shoulder_dist(self) -> f32 { ... } fn set_shoulder_dist(self, value: f32) { ... } fn left_shoulder_dist(self) -> f32 { ... } fn set_left_shoulder_dist(self, value: f32) { ... } fn right_shoulder_dist(self) -> f32 { ... } fn set_right_shoulder_dist(self, value: f32) { ... } fn chest_rotation(self) -> Quaternion { ... } fn set_chest_rotation(self, value: Quaternion) { ... } fn head_rotation_relative_to_root(self) -> Quaternion { ... } fn set_head_rotation_relative_to_root(self, value: Quaternion) { ... } fn ccd_default_local_rotations(self) -> Array<Quaternion> { ... } fn set_ccd_default_local_rotations(self, value: Array<Quaternion>) { ... } fn head_local_position(self) -> Vector3 { ... } fn set_head_local_position(self, value: Vector3) { ... } fn head_local_rotation(self) -> Quaternion { ... } fn set_head_local_rotation(self, value: Quaternion) { ... } fn stretch_local_positions(self) -> Array<Vector3> { ... } fn set_stretch_local_positions(self, value: Array<Vector3>) { ... } fn stretch_local_rotations(self) -> Array<Quaternion> { ... } fn set_stretch_local_rotations(self, value: Array<Quaternion>) { ... } fn chest_local_positions(self) -> Array<Vector3> { ... } fn set_chest_local_positions(self, value: Array<Vector3>) { ... } fn chest_local_rotations(self) -> Array<Quaternion> { ... } fn set_chest_local_rotations(self, value: Array<Quaternion>) { ... } fn bend_bones_count(self) -> i32 { ... } fn set_bend_bones_count(self, value: i32) { ... } fn ccd_bones_count(self) -> i32 { ... } fn set_ccd_bones_count(self, value: i32) { ... } fn stretch_bones_count(self) -> i32 { ... } fn set_stretch_bones_count(self, value: i32) { ... } fn chest_bones_count(self) -> i32 { ... } fn set_chest_bones_count(self, value: i32) { ... }
}

Provided Methods§

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fn ik(self) -> FullBodyBipedIK

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fn set_ik(self, value: FullBodyBipedIK)

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fn position_weight(self) -> f32

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fn set_position_weight(self, value: f32)

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fn body_weight(self) -> f32

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fn set_body_weight(self, value: f32)

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fn thigh_weight(self) -> f32

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fn set_thigh_weight(self, value: f32)

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fn hands_pull_body(self) -> bool

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fn set_hands_pull_body(self, value: bool)

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fn rotation_weight(self) -> f32

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fn set_rotation_weight(self, value: f32)

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fn body_clamp_weight(self) -> f32

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fn set_body_clamp_weight(self, value: f32)

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fn head_clamp_weight(self) -> f32

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fn set_head_clamp_weight(self, value: f32)

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fn bend_weight(self) -> f32

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fn set_bend_weight(self, value: f32)

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fn bend_bones(self) -> Array<FBBIKHeadEffector_BendBone>

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fn set_bend_bones(self, value: Array<FBBIKHeadEffector_BendBone>)

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fn ccd_weight(self) -> f32

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fn set_ccd_weight(self, value: f32)

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fn roll(self) -> f32

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fn set_roll(self, value: f32)

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fn damper(self) -> f32

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fn set_damper(self, value: f32)

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fn ccd_bones(self) -> Array<Transform>

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fn set_ccd_bones(self, value: Array<Transform>)

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fn post_stretch_weight(self) -> f32

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fn set_post_stretch_weight(self, value: f32)

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fn max_stretch(self) -> f32

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fn set_max_stretch(self, value: f32)

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fn stretch_damper(self) -> f32

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fn set_stretch_damper(self, value: f32)

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fn fix_head(self) -> bool

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fn set_fix_head(self, value: bool)

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fn stretch_bones(self) -> Array<Transform>

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fn set_stretch_bones(self, value: Array<Transform>)

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fn chest_direction_field(self) -> Vector3

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fn set_chest_direction_field(self, value: Vector3)

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fn chest_direction_weight(self) -> f32

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fn set_chest_direction_weight(self, value: f32)

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fn chest_bones(self) -> Array<Transform>

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fn set_chest_bones(self, value: Array<Transform>)

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fn on_post_head_effector_fk(self) -> IKSolver_UpdateDelegate

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fn set_on_post_head_effector_fk(self, value: IKSolver_UpdateDelegate)

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fn offset(self) -> Vector3

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fn set_offset(self, value: Vector3)

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fn head_to_body(self) -> Vector3

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fn set_head_to_body(self, value: Vector3)

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fn shoulder_center_to_head(self) -> Vector3

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fn set_shoulder_center_to_head(self, value: Vector3)

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fn head_to_left_thigh(self) -> Vector3

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fn set_head_to_left_thigh(self, value: Vector3)

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fn head_to_right_thigh(self) -> Vector3

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fn set_head_to_right_thigh(self, value: Vector3)

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fn left_shoulder_pos(self) -> Vector3

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fn set_left_shoulder_pos(self, value: Vector3)

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fn right_shoulder_pos(self) -> Vector3

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fn set_right_shoulder_pos(self, value: Vector3)

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fn shoulder_dist(self) -> f32

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fn set_shoulder_dist(self, value: f32)

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fn left_shoulder_dist(self) -> f32

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fn set_left_shoulder_dist(self, value: f32)

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fn right_shoulder_dist(self) -> f32

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fn set_right_shoulder_dist(self, value: f32)

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fn chest_rotation(self) -> Quaternion

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fn set_chest_rotation(self, value: Quaternion)

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fn head_rotation_relative_to_root(self) -> Quaternion

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fn set_head_rotation_relative_to_root(self, value: Quaternion)

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fn ccd_default_local_rotations(self) -> Array<Quaternion>

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fn set_ccd_default_local_rotations(self, value: Array<Quaternion>)

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fn head_local_position(self) -> Vector3

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fn set_head_local_position(self, value: Vector3)

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fn head_local_rotation(self) -> Quaternion

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fn set_head_local_rotation(self, value: Quaternion)

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fn stretch_local_positions(self) -> Array<Vector3>

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fn set_stretch_local_positions(self, value: Array<Vector3>)

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fn stretch_local_rotations(self) -> Array<Quaternion>

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fn set_stretch_local_rotations(self, value: Array<Quaternion>)

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fn chest_local_positions(self) -> Array<Vector3>

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fn set_chest_local_positions(self, value: Array<Vector3>)

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fn chest_local_rotations(self) -> Array<Quaternion>

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fn set_chest_local_rotations(self, value: Array<Quaternion>)

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fn bend_bones_count(self) -> i32

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fn set_bend_bones_count(self, value: i32)

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fn ccd_bones_count(self) -> i32

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fn set_ccd_bones_count(self, value: i32)

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fn stretch_bones_count(self) -> i32

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fn set_stretch_bones_count(self, value: i32)

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fn chest_bones_count(self) -> i32

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fn set_chest_bones_count(self, value: i32)

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§