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§
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)
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.