Details of all the human bone and muscle types defined by Mecanim.
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.HumanTrait o; o = new UnityEngine.HumanTrait(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int constructor(IntPtr l) { UnityEngine.HumanTrait o; o = new UnityEngine.HumanTrait(); pushObject(l, o); return(1); }
static public int constructor(IntPtr l) { try { UnityEngine.HumanTrait o; o=new UnityEngine.HumanTrait(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static int constructor(IntPtr l) { try { UnityEngine.HumanTrait o; o=new UnityEngine.HumanTrait(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.HumanTrait o; o = new UnityEngine.HumanTrait(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.HumanTrait o; o = new UnityEngine.HumanTrait(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.HumanTrait o; if (matchType(l, 1)) { o = new UnityEngine.HumanTrait(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
internal float GetAxisLength(int humanId) { return(this.Internal_GetAxisLength(HumanTrait.GetBoneIndexFromMono(humanId))); }
public static int GetParentBone(int i) { int num = HumanTrait.Internal_GetParent(HumanTrait.GetBoneIndexFromMono(i)); return((num == -1) ? -1 : HumanTrait.GetBoneIndexToMono(num)); }
internal static bool HasCollider(Avatar avatar, int i) { return(HumanTrait.Internal_HasCollider(avatar, HumanTrait.GetBoneIndexFromMono(i))); }
public Transform GetBoneTransform(HumanBodyBones humanBoneId) { return(this.GetBoneTransformInternal(HumanTrait.GetBoneIndexFromMono((int)humanBoneId))); }
internal Quaternion GetZYRoll(int humanId, Vector3 uvw) { return(this.Internal_GetZYRoll(HumanTrait.GetBoneIndexFromMono(humanId), uvw)); }
public static float GetBoneDefaultHierarchyMass(int i) { return(HumanTrait.Internal_GetBoneHierarchyMass(HumanTrait.GetBoneIndexFromMono(i))); }
internal Quaternion GetPostRotation(int humanId) { return(this.Internal_GetPostRotation(HumanTrait.GetBoneIndexFromMono(humanId))); }
public static int MuscleFromBone(int i, int dofIndex) { return(HumanTrait.Internal_MuscleFromBone(HumanTrait.GetBoneIndexFromMono(i), dofIndex)); }
internal Quaternion GetZYPostQ(int humanId, Quaternion parentQ, Quaternion q) { return(this.Internal_GetZYPostQ(HumanTrait.GetBoneIndexFromMono(humanId), parentQ, q)); }
public static int BoneFromMuscle(int i) { return(HumanTrait.GetBoneIndexToMono(HumanTrait.Internal_BoneFromMuscle(i))); }
internal Vector3 GetLimitSign(int humanId) { return(this.Internal_GetLimitSign(HumanTrait.GetBoneIndexFromMono(humanId))); }
public static bool RequiredBone(int i) { return(HumanTrait.Internal_RequiredBone(HumanTrait.GetBoneIndexFromMono(i))); }
public void SetBoneLocalRotation(HumanBodyBones humanBoneId, Quaternion rotation) { this.CheckIfInIKPass(); this.SetBoneLocalRotationInternal(HumanTrait.GetBoneIndexFromMono((int)humanBoneId), rotation); }
static int _CreateHumanTrait(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { HumanTrait obj = new HumanTrait(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: HumanTrait.New"); } return 0; }