pub trait IIKSolverVR_LegMethods: IIKSolverVR_Leg {
Show 24 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_has_toes(self) -> bool { ... }
fn set_has_toes(self, value: impl Into<bool>) { ... }
fn get_thigh(self) -> IKSolverVR_VirtualBone { ... }
fn get_calf(self) -> IKSolverVR_VirtualBone { ... }
fn get_foot(self) -> IKSolverVR_VirtualBone { ... }
fn get_toes(self) -> IKSolverVR_VirtualBone { ... }
fn get_last_bone(self) -> IKSolverVR_VirtualBone { ... }
fn get_thigh_relative_to_pelvis(self) -> Vector3 { ... }
fn set_thigh_relative_to_pelvis(self, value: impl Into<Vector3>) { ... }
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 apply_position_offset(
self,
offset: impl Into<Vector3>,
weight: impl Into<f32>,
) { ... }
fn apply_rotation_offset(
self,
offset: impl Into<Quaternion>,
weight: impl Into<f32>,
) { ... }
fn solve(self, stretch: impl Into<bool>) { ... }
fn fix_twist_rotations(self) { ... }
fn stretching(self) { ... }
fn write(self) -> (Array<Vector3>, Array<Quaternion>) { ... }
fn reset_offsets(self) { ... }
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_has_toes(self) -> bool
fn get_has_toes(self) -> bool
get_hasToes() overload
Sourcefn set_has_toes(self, value: impl Into<bool>)
fn set_has_toes(self, value: impl Into<bool>)
set_hasToes(bool) overload
Sourcefn get_thigh(self) -> IKSolverVR_VirtualBone
fn get_thigh(self) -> IKSolverVR_VirtualBone
get_thigh() overload
Sourcefn get_calf(self) -> IKSolverVR_VirtualBone
fn get_calf(self) -> IKSolverVR_VirtualBone
get_calf() overload
Sourcefn get_foot(self) -> IKSolverVR_VirtualBone
fn get_foot(self) -> IKSolverVR_VirtualBone
get_foot() overload
Sourcefn get_toes(self) -> IKSolverVR_VirtualBone
fn get_toes(self) -> IKSolverVR_VirtualBone
get_toes() overload
Sourcefn get_last_bone(self) -> IKSolverVR_VirtualBone
fn get_last_bone(self) -> IKSolverVR_VirtualBone
get_lastBone() overload
Sourcefn get_thigh_relative_to_pelvis(self) -> Vector3
fn get_thigh_relative_to_pelvis(self) -> Vector3
get_thighRelativeToPelvis() overload
Sourcefn set_thigh_relative_to_pelvis(self, value: impl Into<Vector3>)
fn set_thigh_relative_to_pelvis(self, value: impl Into<Vector3>)
set_thighRelativeToPelvis(crate::unity_engine::vector3::Vector3) 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 apply_position_offset(
self,
offset: impl Into<Vector3>,
weight: impl Into<f32>,
)
fn apply_position_offset( self, offset: impl Into<Vector3>, weight: impl Into<f32>, )
ApplyPositionOffset(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn apply_rotation_offset(
self,
offset: impl Into<Quaternion>,
weight: impl Into<f32>,
)
fn apply_rotation_offset( self, offset: impl Into<Quaternion>, weight: impl Into<f32>, )
ApplyRotationOffset(crate::unity_engine::quaternion::Quaternion, f32) overload
Sourcefn fix_twist_rotations(self)
fn fix_twist_rotations(self)
FixTwistRotations() overload
Sourcefn stretching(self)
fn stretching(self)
Stretching() 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 reset_offsets(self)
fn reset_offsets(self)
ResetOffsets() 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_Leg> IIKSolverVR_LegMethods for __T
root_motion-final_ik-iksolvervr only.