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IIKSolverVR_SpineMethods

Trait IIKSolverVR_SpineMethods 

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pub trait IIKSolverVR_SpineMethods: IIKSolverVR_Spine {
Show 25 methods // Provided methods fn get_pelvis(self) -> IKSolverVR_VirtualBone { ... } fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone { ... } fn get_chest(self) -> IKSolverVR_VirtualBone { ... } fn get_neck(self) -> IKSolverVR_VirtualBone { ... } fn get_head(self) -> IKSolverVR_VirtualBone { ... } fn get_anchor_rotation(self) -> Quaternion { ... } fn set_anchor_rotation(self, value: impl Into<Quaternion>) { ... } fn get_anchor_relative_to_head(self) -> Quaternion { ... } fn set_anchor_relative_to_head(self, value: impl Into<Quaternion>) { ... } 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 calculate_chest_target_rotation( self, root_bone: impl Into<IKSolverVR_VirtualBone>, arms: impl Into<Array<IKSolverVR_Arm>>, ) { ... } fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, legs: impl Into<Array<IKSolverVR_Leg>>, arms: impl Into<Array<IKSolverVR_Arm>>, scale: impl Into<f32>, ) { ... } fn fabrik_pass( self, animated_pelvis_pos: impl Into<Vector3>, root_up: impl Into<Vector3>, weight: impl Into<f32>, ) { ... } fn solve_pelvis(self) { ... } fn write(self) -> (Array<Vector3>, Array<Quaternion>) { ... } fn reset_offsets(self) { ... } fn adjust_chest_by_hands( self, arms: impl Into<Array<IKSolverVR_Arm>>, ) -> Quaternion { ... } fn inverse_translate_to_head( self, legs: impl Into<Array<IKSolverVR_Leg>>, limited: impl Into<bool>, use_current_leg_mag: impl Into<bool>, offset: impl Into<Vector3>, w: impl Into<f32>, ) { ... } fn translate_pelvis( self, legs: impl Into<Array<IKSolverVR_Leg>>, delta_position: impl Into<Vector3>, delta_rotation: impl Into<Quaternion>, scale: impl Into<f32>, ) { ... } fn limit_pelvis_position( self, legs: impl Into<Array<IKSolverVR_Leg>>, pelvis_position: impl Into<Vector3>, use_current_leg_mag: impl Into<bool>, it: impl Into<i32>, ) -> Vector3 { ... } fn bend( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, ) { ... } fn bend_2( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, rotation_offset: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, ) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_pelvis(self) -> IKSolverVR_VirtualBone

get_pelvis() overload

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fn get_first_spine_bone(self) -> IKSolverVR_VirtualBone

get_firstSpineBone() overload

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fn get_chest(self) -> IKSolverVR_VirtualBone

get_chest() overload

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fn get_neck(self) -> IKSolverVR_VirtualBone

get_neck() overload

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fn get_head(self) -> IKSolverVR_VirtualBone

get_head() overload

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fn get_anchor_rotation(self) -> Quaternion

get_anchorRotation() overload

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fn set_anchor_rotation(self, value: impl Into<Quaternion>)

set_anchorRotation(crate::unity_engine::quaternion::Quaternion) overload

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fn get_anchor_relative_to_head(self) -> Quaternion

get_anchorRelativeToHead() overload

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fn set_anchor_relative_to_head(self, value: impl Into<Quaternion>)

set_anchorRelativeToHead(crate::unity_engine::quaternion::Quaternion) overload

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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

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fn pre_solve(self)

PreSolve() overload

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fn apply_offsets(self, scale: impl Into<f32>)

ApplyOffsets(f32) overload

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fn calculate_chest_target_rotation( self, root_bone: impl Into<IKSolverVR_VirtualBone>, arms: impl Into<Array<IKSolverVR_Arm>>, )

CalculateChestTargetRotation(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>) overload

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fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, legs: impl Into<Array<IKSolverVR_Leg>>, arms: impl Into<Array<IKSolverVR_Arm>>, scale: impl Into<f32>, )

Solve(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>, f32) overload

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fn fabrik_pass( self, animated_pelvis_pos: impl Into<Vector3>, root_up: impl Into<Vector3>, weight: impl Into<f32>, )

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

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fn solve_pelvis(self)

SolvePelvis() overload

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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

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fn reset_offsets(self)

ResetOffsets() overload

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fn adjust_chest_by_hands( self, arms: impl Into<Array<IKSolverVR_Arm>>, ) -> Quaternion

AdjustChestByHands(*mutcrate::unity_engine::quaternion::Quaternion, ::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm>) overload

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fn inverse_translate_to_head( self, legs: impl Into<Array<IKSolverVR_Leg>>, limited: impl Into<bool>, use_current_leg_mag: impl Into<bool>, offset: impl Into<Vector3>, w: impl Into<f32>, )

InverseTranslateToHead(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, bool, bool, crate::unity_engine::vector3::Vector3, f32) overload

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fn translate_pelvis( self, legs: impl Into<Array<IKSolverVR_Leg>>, delta_position: impl Into<Vector3>, delta_rotation: impl Into<Quaternion>, scale: impl Into<f32>, )

TranslatePelvis(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, f32) overload

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fn limit_pelvis_position( self, legs: impl Into<Array<IKSolverVR_Leg>>, pelvis_position: impl Into<Vector3>, use_current_leg_mag: impl Into<bool>, it: impl Into<i32>, ) -> Vector3

LimitPelvisPosition(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg>, crate::unity_engine::vector3::Vector3, bool, i32) overload

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fn bend( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, )

Bend(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone>, i32, i32, crate::unity_engine::quaternion::Quaternion, f32, bool, f32) overload

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fn bend_2( self, bones: impl Into<Array<IKSolverVR_VirtualBone>>, first_index: impl Into<i32>, last_index: impl Into<i32>, target_rotation: impl Into<Quaternion>, rotation_offset: impl Into<Quaternion>, clamp_weight: impl Into<f32>, uniform_weight: impl Into<bool>, w: impl Into<f32>, )

Bend(::unity::Array<crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone>, i32, i32, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::quaternion::Quaternion, f32, bool, f32) 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§

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impl<__T: IIKSolverVR_Spine> IIKSolverVR_SpineMethods for __T

Available on crate feature root_motion-final_ik-iksolvervr only.