pub trait IIKSolverVRMethods: IIKSolverVR {
Show 27 methods
// Provided methods
fn set_to_references(self, references: impl Into<VRIK_References>) { ... }
fn guess_hand_orientations(
self,
references: impl Into<VRIK_References>,
only_if_zero: impl Into<bool>,
) { ... }
fn default_animation_curves(self) { ... }
fn add_position_offset(
self,
position_offset: impl Into<IKSolverVR_PositionOffset>,
value: impl Into<Vector3>,
) { ... }
fn add_rotation_offset(
self,
rotation_offset: impl Into<IKSolverVR_RotationOffset>,
value: impl Into<Vector3>,
) { ... }
fn add_rotation_offset_2(
self,
rotation_offset: impl Into<IKSolverVR_RotationOffset>,
value: impl Into<Quaternion>,
) { ... }
fn add_platform_motion(
self,
delta_position: impl Into<Vector3>,
delta_rotation: impl Into<Quaternion>,
platform_pivot: impl Into<Vector3>,
) { ... }
fn reset(self) { ... }
fn store_default_local_state(self) { ... }
fn fix_transforms(self) { ... }
fn get_points(self) -> Array<IKSolver_Point> { ... }
fn get_point(self, transform: impl Into<Transform>) -> IKSolver_Point { ... }
fn is_valid(self) -> (bool, Il2CppString) { ... }
fn get_normal(self, transforms: impl Into<Array<Transform>>) -> Vector3 { ... }
fn update_solver_transforms(self) { ... }
fn on_initiate(self) { ... }
fn on_update(self) { ... }
fn write_transforms(self) { ... }
fn read(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_chest: impl Into<bool>,
has_neck: impl Into<bool>,
has_shoulders: impl Into<bool>,
has_toes: impl Into<bool>,
has_legs: impl Into<bool>,
) { ... }
fn solve(self) { ... }
fn get_position(self, index: impl Into<i32>) -> Vector3 { ... }
fn get_rotation(self, index: impl Into<i32>) -> Quaternion { ... }
fn get_root_bone(self) -> IKSolverVR_VirtualBone { ... }
fn set_root_bone(self, value: impl Into<IKSolverVR_VirtualBone>) { ... }
fn write(self) { ... }
fn get_pelvis_offset(self) -> Vector3 { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn set_to_references(self, references: impl Into<VRIK_References>)
fn set_to_references(self, references: impl Into<VRIK_References>)
SetToReferences(crate::root_motion::final_ik::vrik::VRIK_References) overload
Sourcefn guess_hand_orientations(
self,
references: impl Into<VRIK_References>,
only_if_zero: impl Into<bool>,
)
fn guess_hand_orientations( self, references: impl Into<VRIK_References>, only_if_zero: impl Into<bool>, )
GuessHandOrientations(crate::root_motion::final_ik::vrik::VRIK_References, bool) overload
Sourcefn default_animation_curves(self)
fn default_animation_curves(self)
DefaultAnimationCurves() overload
Sourcefn add_position_offset(
self,
position_offset: impl Into<IKSolverVR_PositionOffset>,
value: impl Into<Vector3>,
)
fn add_position_offset( self, position_offset: impl Into<IKSolverVR_PositionOffset>, value: impl Into<Vector3>, )
AddPositionOffset(crate::root_motion::final_ik::iksolvervr::IKSolverVR_PositionOffset, crate::unity_engine::vector3::Vector3) overload
Sourcefn add_rotation_offset(
self,
rotation_offset: impl Into<IKSolverVR_RotationOffset>,
value: impl Into<Vector3>,
)
fn add_rotation_offset( self, rotation_offset: impl Into<IKSolverVR_RotationOffset>, value: impl Into<Vector3>, )
AddRotationOffset(crate::root_motion::final_ik::iksolvervr::IKSolverVR_RotationOffset, crate::unity_engine::vector3::Vector3) overload
Sourcefn add_rotation_offset_2(
self,
rotation_offset: impl Into<IKSolverVR_RotationOffset>,
value: impl Into<Quaternion>,
)
fn add_rotation_offset_2( self, rotation_offset: impl Into<IKSolverVR_RotationOffset>, value: impl Into<Quaternion>, )
AddRotationOffset(crate::root_motion::final_ik::iksolvervr::IKSolverVR_RotationOffset, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn add_platform_motion(
self,
delta_position: impl Into<Vector3>,
delta_rotation: impl Into<Quaternion>,
platform_pivot: impl Into<Vector3>,
)
fn add_platform_motion( self, delta_position: impl Into<Vector3>, delta_rotation: impl Into<Quaternion>, platform_pivot: impl Into<Vector3>, )
AddPlatformMotion(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::vector3::Vector3) overload
Sourcefn store_default_local_state(self)
fn store_default_local_state(self)
StoreDefaultLocalState() overload
Sourcefn fix_transforms(self)
fn fix_transforms(self)
FixTransforms() overload
Sourcefn get_points(self) -> Array<IKSolver_Point>
fn get_points(self) -> Array<IKSolver_Point>
GetPoints() overload
Sourcefn get_point(self, transform: impl Into<Transform>) -> IKSolver_Point
fn get_point(self, transform: impl Into<Transform>) -> IKSolver_Point
GetPoint(crate::unity_engine::transform::Transform) overload
Sourcefn is_valid(self) -> (bool, Il2CppString)
fn is_valid(self) -> (bool, Il2CppString)
IsValid(*mut::unity::Il2CppString) overload
Sourcefn get_normal(self, transforms: impl Into<Array<Transform>>) -> Vector3
fn get_normal(self, transforms: impl Into<Array<Transform>>) -> Vector3
GetNormal(::unity::Array<crate::unity_engine::transform::Transform>) overload
Sourcefn update_solver_transforms(self)
fn update_solver_transforms(self)
UpdateSolverTransforms() overload
Sourcefn on_initiate(self)
fn on_initiate(self)
OnInitiate() overload
Sourcefn write_transforms(self)
fn write_transforms(self)
WriteTransforms() overload
Sourcefn read(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_chest: impl Into<bool>,
has_neck: impl Into<bool>,
has_shoulders: impl Into<bool>,
has_toes: impl Into<bool>,
has_legs: impl Into<bool>,
)
fn read( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, has_chest: impl Into<bool>, has_neck: impl Into<bool>, has_shoulders: impl Into<bool>, has_toes: impl Into<bool>, has_legs: impl Into<bool>, )
Read(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, bool, bool, bool, bool) overload
Sourcefn get_position(self, index: impl Into<i32>) -> Vector3
fn get_position(self, index: impl Into<i32>) -> Vector3
GetPosition(i32) overload
Sourcefn get_rotation(self, index: impl Into<i32>) -> Quaternion
fn get_rotation(self, index: impl Into<i32>) -> Quaternion
GetRotation(i32) overload
Sourcefn get_root_bone(self) -> IKSolverVR_VirtualBone
fn get_root_bone(self) -> IKSolverVR_VirtualBone
get_rootBone() overload
Sourcefn set_root_bone(self, value: impl Into<IKSolverVR_VirtualBone>)
fn set_root_bone(self, value: impl Into<IKSolverVR_VirtualBone>)
set_rootBone(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone) overload
Sourcefn get_pelvis_offset(self) -> Vector3
fn get_pelvis_offset(self) -> Vector3
GetPelvisOffset() 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: IIKSolverVR> IIKSolverVRMethods for __T
root_motion-final_ik-iksolvervr only.