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IIKMapping_BoneMapMethods

Trait IIKMapping_BoneMapMethods 

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pub trait IIKMapping_BoneMapMethods: IIKMapping_BoneMap {
Show 26 methods // Provided methods fn initiate( self, transform: impl Into<Transform>, solver: impl Into<IKSolverFullBody>, ) { ... } fn get_swing_direction(self) -> Vector3 { ... } fn store_default_local_state(self) { ... } fn fix_transform(self, position: impl Into<bool>) { ... } fn get_is_node_bone(self) -> bool { ... } fn set_length(self, next_bone: impl Into<IKMapping_BoneMap>) { ... } fn set_local_swing_axis(self, swing_target: impl Into<IKMapping_BoneMap>) { ... } fn set_local_swing_axis_2( self, bone1: impl Into<IKMapping_BoneMap>, bone2: impl Into<IKMapping_BoneMap>, ) { ... } fn set_local_twist_axis( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, ) { ... } fn set_plane( self, solver: impl Into<IKSolverFullBody>, plane_bone1: impl Into<Transform>, plane_bone2: impl Into<Transform>, plane_bone3: impl Into<Transform>, ) { ... } fn update_plane(self, rotation: impl Into<bool>, position: impl Into<bool>) { ... } fn set_ik_position(self) { ... } fn maintain_rotation(self) { ... } fn set_to_ik_position(self) { ... } fn fix_to_node( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, fix_node: impl Into<IKSolver_Node>, ) { ... } fn get_plane_position(self, solver: impl Into<IKSolverFullBody>) -> Vector3 { ... } fn position_to_plane(self, solver: impl Into<IKSolverFullBody>) { ... } fn rotate_to_plane( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, ) { ... } fn swing(self, swing_target: impl Into<Vector3>, weight: impl Into<f32>) { ... } fn swing_2( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, weight: impl Into<f32>, ) { ... } fn twist( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, weight: impl Into<f32>, ) { ... } fn rotate_to_maintain(self, weight: impl Into<f32>) { ... } fn rotate_to_effector( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, ) { ... } fn get_target_rotation( self, solver: impl Into<IKSolverFullBody>, ) -> Quaternion { ... } fn get_last_animated_target_rotation(self) -> Quaternion { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn initiate( self, transform: impl Into<Transform>, solver: impl Into<IKSolverFullBody>, )

Initiate(crate::unity_engine::transform::Transform, crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

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fn get_swing_direction(self) -> Vector3

get_swingDirection() overload

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fn store_default_local_state(self)

StoreDefaultLocalState() overload

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fn fix_transform(self, position: impl Into<bool>)

FixTransform(bool) overload

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fn get_is_node_bone(self) -> bool

get_isNodeBone() overload

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fn set_length(self, next_bone: impl Into<IKMapping_BoneMap>)

SetLength(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload

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fn set_local_swing_axis(self, swing_target: impl Into<IKMapping_BoneMap>)

SetLocalSwingAxis(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload

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fn set_local_swing_axis_2( self, bone1: impl Into<IKMapping_BoneMap>, bone2: impl Into<IKMapping_BoneMap>, )

SetLocalSwingAxis(crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap, crate::root_motion::final_ik::ikmapping::IKMapping_BoneMap) overload

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fn set_local_twist_axis( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, )

SetLocalTwistAxis(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload

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fn set_plane( self, solver: impl Into<IKSolverFullBody>, plane_bone1: impl Into<Transform>, plane_bone2: impl Into<Transform>, plane_bone3: impl Into<Transform>, )

SetPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform, crate::unity_engine::transform::Transform) overload

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fn update_plane(self, rotation: impl Into<bool>, position: impl Into<bool>)

UpdatePlane(bool, bool) overload

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fn set_ik_position(self)

SetIKPosition() overload

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fn maintain_rotation(self)

MaintainRotation() overload

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fn set_to_ik_position(self)

SetToIKPosition() overload

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fn fix_to_node( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, fix_node: impl Into<IKSolver_Node>, )

FixToNode(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32, crate::root_motion::final_ik::iksolver::IKSolver_Node) overload

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fn get_plane_position(self, solver: impl Into<IKSolverFullBody>) -> Vector3

GetPlanePosition(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

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fn position_to_plane(self, solver: impl Into<IKSolverFullBody>)

PositionToPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

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fn rotate_to_plane( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, )

RotateToPlane(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32) overload

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fn swing(self, swing_target: impl Into<Vector3>, weight: impl Into<f32>)

Swing(crate::unity_engine::vector3::Vector3, f32) overload

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fn swing_2( self, pos1: impl Into<Vector3>, pos2: impl Into<Vector3>, weight: impl Into<f32>, )

Swing(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload

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fn twist( self, twist_direction: impl Into<Vector3>, normal_direction: impl Into<Vector3>, weight: impl Into<f32>, )

Twist(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload

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fn rotate_to_maintain(self, weight: impl Into<f32>)

RotateToMaintain(f32) overload

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fn rotate_to_effector( self, solver: impl Into<IKSolverFullBody>, weight: impl Into<f32>, )

RotateToEffector(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody, f32) overload

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fn get_target_rotation(self, solver: impl Into<IKSolverFullBody>) -> Quaternion

GetTargetRotation(crate::root_motion::final_ik::iksolverfullbody::IKSolverFullBody) overload

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fn get_last_animated_target_rotation(self) -> Quaternion

get_lastAnimatedTargetRotation() overload

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fn ctor(self)

.ctor() 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§

Source§

impl<__T: IIKMapping_BoneMap> IIKMapping_BoneMapMethods for __T

Available on crate feature root_motion-final_ik-ikmapping only.