Beispiel #1
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 internal float GetAxisLength(int humanId)
 {
     return(Internal_GetAxisLength(HumanTrait.GetBoneIndexFromMono(humanId)));
 }
Beispiel #2
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 internal Quaternion GetZYRoll(int humanId, Vector3 uvw)
 {
     return(Internal_GetZYRoll(HumanTrait.GetBoneIndexFromMono(humanId), uvw));
 }
Beispiel #3
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 internal Vector3 GetLimitSign(int humanId)
 {
     return(Internal_GetLimitSign(HumanTrait.GetBoneIndexFromMono(humanId)));
 }
Beispiel #4
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 internal Quaternion GetPostRotation(int humanId)
 {
     return(Internal_GetPostRotation(HumanTrait.GetBoneIndexFromMono(humanId)));
 }
Beispiel #5
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 internal Quaternion GetZYPostQ(int humanId, Quaternion parentQ, Quaternion q)
 {
     return(Internal_GetZYPostQ(HumanTrait.GetBoneIndexFromMono(humanId), parentQ, q));
 }
Beispiel #6
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        public static int GetParentBone(int i)
        {
            int num = HumanTrait.Internal_GetParent(HumanTrait.GetBoneIndexFromMono(i));

            return((num == -1) ? -1 : HumanTrait.GetBoneIndexToMono(num));
        }
Beispiel #7
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 internal static bool HasCollider(Avatar avatar, int i)
 {
     return(HumanTrait.Internal_HasCollider(avatar, HumanTrait.GetBoneIndexFromMono(i)));
 }
Beispiel #8
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 public static bool RequiredBone(int i)
 {
     return(HumanTrait.Internal_RequiredBone(HumanTrait.GetBoneIndexFromMono(i)));
 }
Beispiel #9
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 public static int MuscleFromBone(int i, int dofIndex)
 {
     return(HumanTrait.Internal_MuscleFromBone(HumanTrait.GetBoneIndexFromMono(i), dofIndex));
 }
Beispiel #10
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 public static float GetBoneDefaultHierarchyMass(int i)
 {
     return(HumanTrait.Internal_GetBoneHierarchyMass(HumanTrait.GetBoneIndexFromMono(i)));
 }