pub trait IIKSolverVR_ArmMethods: IIKSolverVR_Arm {
Show 19 methods
// Provided methods
fn get_position(self) -> Vector3 { ... }
fn set_position(self, value: impl Into<Vector3>) { ... }
fn get_rotation(self) -> Quaternion { ... }
fn set_rotation(self, value: impl Into<Quaternion>) { ... }
fn get_shoulder(self) -> IKSolverVR_VirtualBone { ... }
fn get_upper_arm(self) -> IKSolverVR_VirtualBone { ... }
fn get_forearm(self) -> IKSolverVR_VirtualBone { ... }
fn get_hand(self) -> IKSolverVR_VirtualBone { ... }
fn on_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>,
root_index: impl Into<i32>,
index: impl Into<i32>,
) { ... }
fn pre_solve(self) { ... }
fn apply_offsets(self, scale: impl Into<f32>) { ... }
fn stretching(self) { ... }
fn solve(self, is_left: impl Into<bool>) { ... }
fn reset_offsets(self) { ... }
fn write(self) -> (Array<Vector3>, Array<Quaternion>) { ... }
fn damper_value(
self,
value: impl Into<f32>,
min: impl Into<f32>,
max: impl Into<f32>,
weight: impl Into<f32>,
) -> f32 { ... }
fn get_bend_normal(self, dir: impl Into<Vector3>) -> Vector3 { ... }
fn visualize(
self,
bone1: impl Into<IKSolverVR_VirtualBone>,
bone2: impl Into<IKSolverVR_VirtualBone>,
bone3: impl Into<IKSolverVR_VirtualBone>,
color: impl Into<Color>,
) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_position(self) -> Vector3
fn get_position(self) -> Vector3
get_position() overload
Sourcefn set_position(self, value: impl Into<Vector3>)
fn set_position(self, value: impl Into<Vector3>)
set_position(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_rotation(self) -> Quaternion
fn get_rotation(self) -> Quaternion
get_rotation() overload
Sourcefn set_rotation(self, value: impl Into<Quaternion>)
fn set_rotation(self, value: impl Into<Quaternion>)
set_rotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_shoulder(self) -> IKSolverVR_VirtualBone
fn get_shoulder(self) -> IKSolverVR_VirtualBone
get_shoulder() overload
Sourcefn get_upper_arm(self) -> IKSolverVR_VirtualBone
fn get_upper_arm(self) -> IKSolverVR_VirtualBone
get_upperArm() overload
Sourcefn get_forearm(self) -> IKSolverVR_VirtualBone
fn get_forearm(self) -> IKSolverVR_VirtualBone
get_forearm() overload
Sourcefn get_hand(self) -> IKSolverVR_VirtualBone
fn get_hand(self) -> IKSolverVR_VirtualBone
get_hand() overload
Sourcefn on_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>,
root_index: impl Into<i32>,
index: impl Into<i32>,
)
fn on_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>, root_index: impl Into<i32>, index: impl Into<i32>, )
OnRead(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, bool, bool, bool, bool, i32, i32) overload
Sourcefn apply_offsets(self, scale: impl Into<f32>)
fn apply_offsets(self, scale: impl Into<f32>)
ApplyOffsets(f32) overload
Sourcefn stretching(self)
fn stretching(self)
Stretching() overload
Sourcefn reset_offsets(self)
fn reset_offsets(self)
ResetOffsets() overload
Sourcefn write(self) -> (Array<Vector3>, Array<Quaternion>)
fn write(self) -> (Array<Vector3>, Array<Quaternion>)
Write(*mut::unity::Array<crate::unity_engine::vector3::Vector3>, *mut::unity::Array<crate::unity_engine::quaternion::Quaternion>) overload
Sourcefn damper_value(
self,
value: impl Into<f32>,
min: impl Into<f32>,
max: impl Into<f32>,
weight: impl Into<f32>,
) -> f32
fn damper_value( self, value: impl Into<f32>, min: impl Into<f32>, max: impl Into<f32>, weight: impl Into<f32>, ) -> f32
DamperValue(f32, f32, f32, f32) overload
Sourcefn get_bend_normal(self, dir: impl Into<Vector3>) -> Vector3
fn get_bend_normal(self, dir: impl Into<Vector3>) -> Vector3
GetBendNormal(crate::unity_engine::vector3::Vector3) overload
Sourcefn visualize(
self,
bone1: impl Into<IKSolverVR_VirtualBone>,
bone2: impl Into<IKSolverVR_VirtualBone>,
bone3: impl Into<IKSolverVR_VirtualBone>,
color: impl Into<Color>,
)
fn visualize( self, bone1: impl Into<IKSolverVR_VirtualBone>, bone2: impl Into<IKSolverVR_VirtualBone>, bone3: impl Into<IKSolverVR_VirtualBone>, color: impl Into<Color>, )
Visualize(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::unity_engine::color::Color) 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_Arm> IIKSolverVR_ArmMethods for __T
root_motion-final_ik-iksolvervr only.