pub trait IIKSolverLimb: IIKSolverTrigonometric {
Show 32 methods
// Provided methods
fn goal(self) -> AvatarIKGoal { ... }
fn set_goal(self, value: AvatarIKGoal) { ... }
fn bend_modifier(self) -> IKSolverLimb_BendModifier { ... }
fn set_bend_modifier(self, value: IKSolverLimb_BendModifier) { ... }
fn maintain_rotation_weight(self) -> f32 { ... }
fn set_maintain_rotation_weight(self, value: f32) { ... }
fn bend_modifier_weight(self) -> f32 { ... }
fn set_bend_modifier_weight(self, value: f32) { ... }
fn bend_goal(self) -> Transform { ... }
fn set_bend_goal(self, value: Transform) { ... }
fn maintain_bend_for1_frame(self) -> bool { ... }
fn set_maintain_bend_for1_frame(self, value: bool) { ... }
fn maintain_rotation_for1_frame(self) -> bool { ... }
fn set_maintain_rotation_for1_frame(self, value: bool) { ... }
fn default_root_rotation(self) -> Quaternion { ... }
fn set_default_root_rotation(self, value: Quaternion) { ... }
fn parent_default_rotation(self) -> Quaternion { ... }
fn set_parent_default_rotation(self, value: Quaternion) { ... }
fn bone3_rotation_before_solve(self) -> Quaternion { ... }
fn set_bone3_rotation_before_solve(self, value: Quaternion) { ... }
fn maintain_rotation_field(self) -> Quaternion { ... }
fn set_maintain_rotation_field(self, value: Quaternion) { ... }
fn bone3_default_rotation(self) -> Quaternion { ... }
fn set_bone3_default_rotation(self, value: Quaternion) { ... }
fn bend_normal(self) -> Vector3 { ... }
fn set_bend_normal(self, value: Vector3) { ... }
fn animation_normal(self) -> Vector3 { ... }
fn set_animation_normal(self, value: Vector3) { ... }
fn axis_directions_left(self) -> Array<IKSolverLimb_AxisDirection> { ... }
fn set_axis_directions_left(self, value: Array<IKSolverLimb_AxisDirection>) { ... }
fn axis_directions_right(self) -> Array<IKSolverLimb_AxisDirection> { ... }
fn set_axis_directions_right(self, value: Array<IKSolverLimb_AxisDirection>) { ... }
}Provided Methods§
fn goal(self) -> AvatarIKGoal
fn set_goal(self, value: AvatarIKGoal)
fn bend_modifier(self) -> IKSolverLimb_BendModifier
fn set_bend_modifier(self, value: IKSolverLimb_BendModifier)
fn maintain_rotation_weight(self) -> f32
fn set_maintain_rotation_weight(self, value: f32)
fn bend_modifier_weight(self) -> f32
fn set_bend_modifier_weight(self, value: f32)
fn bend_goal(self) -> Transform
fn set_bend_goal(self, value: Transform)
fn maintain_bend_for1_frame(self) -> bool
fn set_maintain_bend_for1_frame(self, value: bool)
fn maintain_rotation_for1_frame(self) -> bool
fn set_maintain_rotation_for1_frame(self, value: bool)
fn default_root_rotation(self) -> Quaternion
fn set_default_root_rotation(self, value: Quaternion)
fn parent_default_rotation(self) -> Quaternion
fn set_parent_default_rotation(self, value: Quaternion)
fn bone3_rotation_before_solve(self) -> Quaternion
fn set_bone3_rotation_before_solve(self, value: Quaternion)
fn maintain_rotation_field(self) -> Quaternion
fn set_maintain_rotation_field(self, value: Quaternion)
fn bone3_default_rotation(self) -> Quaternion
fn set_bone3_default_rotation(self, value: Quaternion)
fn bend_normal(self) -> Vector3
fn set_bend_normal(self, value: Vector3)
fn animation_normal(self) -> Vector3
fn set_animation_normal(self, value: Vector3)
fn axis_directions_left(self) -> Array<IKSolverLimb_AxisDirection>
fn set_axis_directions_left(self, value: Array<IKSolverLimb_AxisDirection>)
fn axis_directions_right(self) -> Array<IKSolverLimb_AxisDirection>
fn set_axis_directions_right(self, value: Array<IKSolverLimb_AxisDirection>)
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.