| void .ctor(const Vector3& position, const Quaternion& rotation) | Public+1 flags | | 0x10 |
| void Read(const Vector3& position, const Quaternion& rotation) | Public | | 0x10 |
| void SwingRotation(const VirtualBone[]& bones, int index, const Vector3& swingTarget, float weight) | PublicStatic | | 0x0C |
| float PreSolve(ref VirtualBone[]& bones) | PublicStatic | | 0x08 |
| void RotateAroundPoint(const VirtualBone[]& bones, int index, const Vector3& point, const Quaternion& rotation) | PublicStatic | | 0x10 |
| void RotateBy(const VirtualBone[]& bones, int index, const Quaternion& rotation) | PublicStatic | | 0x10 |
| void RotateBy(const VirtualBone[]& bones, const Quaternion& rotation) | PublicStatic | | 0x10 |
| void RotateTo(const VirtualBone[]& bones, int index, const Quaternion& rotation) | PublicStatic | | 0x10 |
| void SolveTrigonometric(const VirtualBone[]& bones, int first, int second, int third, const Vector3& targetPosition, const Vector3& bendNormal, float weight) | PublicStatic | | 0x0C |
| Vector3 GetDirectionToBendPoint(const Vector3& direction, float directionMag, const Vector3& bendDirection, float sqrMag1, float sqrMag2) | PrivateStatic | | 0x0C |
| void SolveFABRIK(const VirtualBone[]& bones, const Vector3& startPosition, const Vector3& targetPosition, float weight, float minNormalizedTargetDistance, int iterations, float length, const Vector3& startOffset) | PublicStatic | | 0x0C |
| Vector3 SolveFABRIKJoint(const Vector3& pos1, const Vector3& pos2, float length) | PrivateStatic | | 0x0C |
| void SolveCCD(const VirtualBone[]& bones, const Vector3& targetPosition, float weight, int iterations) | PublicStatic | | 0x0C |