pub trait IFBIKChainMethods: IFBIKChain {
Show 20 methods
// Provided methods
fn ctor(self) { ... }
fn ctor_2(
self,
pin: impl Into<f32>,
pull: impl Into<f32>,
node_transforms: impl Into<Array<Transform>>,
) { ... }
fn set_nodes(self, bone_transforms: impl Into<Array<Transform>>) { ... }
fn get_node_index(self, bone_transform: impl Into<Transform>) -> i32 { ... }
fn is_valid(self) -> (bool, Il2CppString) { ... }
fn initiate(self, solver: impl Into<IKSolverFullBody>) { ... }
fn read_pose(
self,
solver: impl Into<IKSolverFullBody>,
full_body: impl Into<bool>,
) { ... }
fn calculate_bone_lengths(self, solver: impl Into<IKSolverFullBody>) { ... }
fn reach(self, solver: impl Into<IKSolverFullBody>) { ... }
fn push(self, solver: impl Into<IKSolverFullBody>) -> Vector3 { ... }
fn solve_trigonometric(
self,
solver: impl Into<IKSolverFullBody>,
calculate_bend_direction: impl Into<bool>,
) { ... }
fn stage1(self, solver: impl Into<IKSolverFullBody>) { ... }
fn stage2(
self,
solver: impl Into<IKSolverFullBody>,
position: impl Into<Vector3>,
) { ... }
fn solve_constraint_systems(self, solver: impl Into<IKSolverFullBody>) { ... }
fn solve_fabrik_joint(
self,
pos1: impl Into<Vector3>,
pos2: impl Into<Vector3>,
length: impl Into<f32>,
) -> Vector3 { ... }
fn get_dir_to_bend_point(
self,
direction: impl Into<Vector3>,
bend_direction: impl Into<Vector3>,
direction_magnitude: impl Into<f32>,
) -> Vector3 { ... }
fn solve_child_constraints(self, solver: impl Into<IKSolverFullBody>) { ... }
fn solve_linear_constraint(
self,
node1: impl Into<IKSolver_Node>,
node2: impl Into<IKSolver_Node>,
cross_fade: impl Into<f32>,
distance: impl Into<f32>,
) { ... }
fn forward_reach(self, position: impl Into<Vector3>) { ... }
fn backward_reach(self, position: impl Into<Vector3>) { ... }
}Provided Methods§
Sourcefn ctor_2(
self,
pin: impl Into<f32>,
pull: impl Into<f32>,
node_transforms: impl Into<Array<Transform>>,
)
fn ctor_2( self, pin: impl Into<f32>, pull: impl Into<f32>, node_transforms: impl Into<Array<Transform>>, )
.ctor(f32, f32, ::unity::Array<crate::unity_engine::transform::Transform>) overload
Sourcefn set_nodes(self, bone_transforms: impl Into<Array<Transform>>)
fn set_nodes(self, bone_transforms: impl Into<Array<Transform>>)
SetNodes(::unity::Array<crate::unity_engine::transform::Transform>) overload
Sourcefn get_node_index(self, bone_transform: impl Into<Transform>) -> i32
fn get_node_index(self, bone_transform: impl Into<Transform>) -> i32
GetNodeIndex(crate::unity_engine::transform::Transform) overload
Sourcefn is_valid(self) -> (bool, Il2CppString)
fn is_valid(self) -> (bool, Il2CppString)
IsValid(*mut::unity::Il2CppString) overload
Sourcefn initiate(self, solver: impl Into<IKSolverFullBody>)
fn initiate(self, solver: impl Into<IKSolverFullBody>)
Initiate(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn read_pose(
self,
solver: impl Into<IKSolverFullBody>,
full_body: impl Into<bool>,
)
fn read_pose( self, solver: impl Into<IKSolverFullBody>, full_body: impl Into<bool>, )
ReadPose(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, bool) overload
Sourcefn calculate_bone_lengths(self, solver: impl Into<IKSolverFullBody>)
fn calculate_bone_lengths(self, solver: impl Into<IKSolverFullBody>)
CalculateBoneLengths(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn reach(self, solver: impl Into<IKSolverFullBody>)
fn reach(self, solver: impl Into<IKSolverFullBody>)
Reach(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn push(self, solver: impl Into<IKSolverFullBody>) -> Vector3
fn push(self, solver: impl Into<IKSolverFullBody>) -> Vector3
Push(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn solve_trigonometric(
self,
solver: impl Into<IKSolverFullBody>,
calculate_bend_direction: impl Into<bool>,
)
fn solve_trigonometric( self, solver: impl Into<IKSolverFullBody>, calculate_bend_direction: impl Into<bool>, )
SolveTrigonometric(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, bool) overload
Sourcefn stage1(self, solver: impl Into<IKSolverFullBody>)
fn stage1(self, solver: impl Into<IKSolverFullBody>)
Stage1(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn stage2(
self,
solver: impl Into<IKSolverFullBody>,
position: impl Into<Vector3>,
)
fn stage2( self, solver: impl Into<IKSolverFullBody>, position: impl Into<Vector3>, )
Stage2(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::unity_engine::vector3::Vector3) overload
Sourcefn solve_constraint_systems(self, solver: impl Into<IKSolverFullBody>)
fn solve_constraint_systems(self, solver: impl Into<IKSolverFullBody>)
SolveConstraintSystems(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn solve_fabrik_joint(
self,
pos1: impl Into<Vector3>,
pos2: impl Into<Vector3>,
length: impl Into<f32>,
) -> Vector3
fn solve_fabrik_joint( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, length: impl Into<f32>, ) -> Vector3
SolveFABRIKJoint(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn get_dir_to_bend_point(
self,
direction: impl Into<Vector3>,
bend_direction: impl Into<Vector3>,
direction_magnitude: impl Into<f32>,
) -> Vector3
fn get_dir_to_bend_point( self, direction: impl Into<Vector3>, bend_direction: impl Into<Vector3>, direction_magnitude: impl Into<f32>, ) -> Vector3
GetDirToBendPoint(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn solve_child_constraints(self, solver: impl Into<IKSolverFullBody>)
fn solve_child_constraints(self, solver: impl Into<IKSolverFullBody>)
SolveChildConstraints(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload
Sourcefn solve_linear_constraint(
self,
node1: impl Into<IKSolver_Node>,
node2: impl Into<IKSolver_Node>,
cross_fade: impl Into<f32>,
distance: impl Into<f32>,
)
fn solve_linear_constraint( self, node1: impl Into<IKSolver_Node>, node2: impl Into<IKSolver_Node>, cross_fade: impl Into<f32>, distance: impl Into<f32>, )
SolveLinearConstraint(crate::root_motion::final_ik::iksolver::IKSolver_Node, crate::root_motion::final_ik::iksolver::IKSolver_Node, f32, f32) overload
Sourcefn forward_reach(self, position: impl Into<Vector3>)
fn forward_reach(self, position: impl Into<Vector3>)
ForwardReach(crate::unity_engine::vector3::Vector3) overload
Sourcefn backward_reach(self, position: impl Into<Vector3>)
fn backward_reach(self, position: impl Into<Vector3>)
BackwardReach(crate::unity_engine::vector3::Vector3) 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: IFBIKChain> IFBIKChainMethods for __T
root_motion-final_ik-fbikchain only.