| void .ctor() | Public+1 flags | | 0x00 |
| void .ctor(float pin, float pull, const Transform[]& nodeTransforms) | Public+1 flags | | 0x08 |
| void SetNodes(const Transform[]& boneTransforms) | Public | | 0x08 |
| int GetNodeIndex(Transform boneTransform) | Public | | 0x08 |
| bool IsValid(ref string& message) | Public | | 0x08 |
| void Initiate(IKSolverFullBody solver) | Public | | 0x08 |
| void ReadPose(IKSolverFullBody solver, bool fullBody) | Public | | 0x08 |
| void CalculateBoneLengths(IKSolverFullBody solver) | Private | | 0x08 |
| void Reach(IKSolverFullBody solver) | Public | | 0x08 |
| Vector3 Push(IKSolverFullBody solver) | Public | | 0x0C |
| void SolveTrigonometric(IKSolverFullBody solver, bool calculateBendDirection) | Public | | 0x08 |
| void Stage1(IKSolverFullBody solver) | Public | | 0x08 |
| void Stage2(IKSolverFullBody solver, const Vector3& position) | Public | | 0x0C |
| void SolveConstraintSystems(IKSolverFullBody solver) | Public | | 0x08 |
| Vector3 SolveFABRIKJoint(const Vector3& pos1, const Vector3& pos2, float length) | Private | | 0x0C |
| Vector3 GetDirToBendPoint(const Vector3& direction, const Vector3& bendDirection, float directionMagnitude) | 1 flags | | 0x0C |
| void SolveChildConstraints(IKSolverFullBody solver) | Private | | 0x08 |
| void SolveLinearConstraint(Node node1, Node node2, float crossFade, float distance) | Private | | 0x08 |
| void ForwardReach(const Vector3& position) | Public | | 0x0C |
| void BackwardReach(const Vector3& position) | Private | | 0x0C |