| bool IsValid(IKSolverFullBody solver, Logger logger) | Public | | 0x08 |
| bool get_initiated() | Public+1 flags | | 0x01 |
| void set_initiated(bool value) | Private+1 flags | | 0x01 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .ctor(Transform bone1, Transform bone2, Transform bone3) | Public+1 flags | | 0x08 |
| void SetBones(Transform bone1, Transform bone2, Transform bone3) | Public | | 0x08 |
| void Initiate(IKSolverFullBody solver) | Public | | 0x08 |
| void SetLimbOrientation(const Vector3& upper, const Vector3& lower, const Vector3& last) | Public | | 0x0C |
| void LimitBend(float solverWeight, float positionWeight) | Public | | 0x04 |
| Vector3 GetDir(IKSolverFullBody solver) | Public | | 0x0C |
| Vector3 OrthoToLimb(IKSolverFullBody solver, const Vector3& tangent) | Private | | 0x0C |
| Vector3 OrthoToBone1(IKSolverFullBody solver, const Vector3& tangent) | Private | | 0x0C |