Struct rin::blender::scene_data::curves::Action [−][src]
pub struct Action { /* fields omitted */ }
Implementations
impl Action
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impl Action
[src]pub fn name(&self) -> &str
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pub fn value_at(
&self,
object: &str,
component: &Component,
time: f32,
current_value: &[f32],
doloop: bool
) -> Option<Vec<f32, Global>>
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&self,
object: &str,
component: &Component,
time: f32,
current_value: &[f32],
doloop: bool
) -> Option<Vec<f32, Global>>
pub fn location_at(
&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>,
doloop: bool
) -> Option<Point<f32, U3>>
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&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>,
doloop: bool
) -> Option<Point<f32, U3>>
pub fn scale_at(
&self,
object: &str,
t: f32,
current_value: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>,
doloop: bool
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self,
object: &str,
t: f32,
current_value: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>,
doloop: bool
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
pub fn orientation_from_euler_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
rot_order: RotOrder,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
rot_order: RotOrder,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
pub fn orientation_from_axis_angle_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
doloop: bool
) -> Option<Unit<Quaternion<f32>>>
pub fn rotation_at(
&self,
object: &str,
t: f32,
current_value: &Rotation,
doloop: bool
) -> Option<Rotation>
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&self,
object: &str,
t: f32,
current_value: &Rotation,
doloop: bool
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32, doloop: bool) -> Option<f32>
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pub fn hide_view_at(&self, object: &str, t: f32, doloop: bool) -> Option<bool>
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pub fn hide_render_at(&self, object: &str, t: f32, doloop: bool) -> Option<bool>
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pub fn min_time_s(&self) -> f32
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pub fn max_time_s(&self) -> f32
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pub fn min_frame(&self) -> isize
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pub fn max_frame(&self) -> isize
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pub fn set_min_frame(&mut self, min: isize)
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pub fn set_max_frame(&mut self, max: isize)
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pub fn loop_time(&self, t: f32) -> f32
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pub fn clamp_time(&self, t: f32) -> f32
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pub fn duration(&self) -> f32
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pub fn num_frames(&self) -> isize
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pub fn original_fps(&self) -> f32
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pub fn set_original_fps(&mut self, fps: f32)
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Trait Implementations
impl ActionExt for Action
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impl ActionExt for Action
[src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>
pub fn orientation_from_axis_angle_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>
pub fn orientation_from_euler_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
rot_order: RotOrder
) -> Option<Unit<Quaternion<f32>>>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
rot_order: RotOrder
) -> Option<Unit<Quaternion<f32>>>
pub fn location_at(
&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>
) -> Option<Point<f32, U3>>
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&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>
) -> Option<Point<f32, U3>>
pub fn scale_at(
&self,
object: &str,
t: f32,
current_value: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self,
object: &str,
t: f32,
current_value: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Option<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn rotation_at(
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
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&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>
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pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>
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pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>
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pub fn root_motion_location_at(
&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>,
prev_positions: &mut HashMap<String, Option<(f32, Point<f32, U3>)>, RandomState>
) -> Option<(Point<f32, U3>, Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>)>
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&self,
object: &str,
t: f32,
current_value: &Point<f32, U3>,
prev_positions: &mut HashMap<String, Option<(f32, Point<f32, U3>)>, RandomState>
) -> Option<(Point<f32, U3>, Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>)>
pub fn root_motion_orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
) -> Option<(Unit<Quaternion<f32>>, Unit<Quaternion<f32>>)>
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&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
) -> Option<(Unit<Quaternion<f32>>, Unit<Quaternion<f32>>)>
pub fn needs_root_motion_reset(&self, _t: f32) -> bool
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pub fn name(&self) -> &str
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pub fn root_motion_remove(&self, _t: Option<f32>) -> RootMotionRemove
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pub fn reset_root_motion_positions(
&self,
_object: &str,
_t: f32,
_current_value: &Point<f32, U3>,
prev_positions: &mut HashMap<String, Option<(f32, Point<f32, U3>)>, RandomState>
)
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&self,
_object: &str,
_t: f32,
_current_value: &Point<f32, U3>,
prev_positions: &mut HashMap<String, Option<(f32, Point<f32, U3>)>, RandomState>
)
pub fn reset_root_motion_orientations(
&self,
_object: &str,
_t: f32,
_current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
)
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&self,
_object: &str,
_t: f32,
_current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
)
pub fn min_time_s(&self) -> f32
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pub fn max_time_s(&self) -> f32
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pub fn duration(&self) -> f32
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impl ActionNeedsUpdate for Action
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impl ActionNeedsUpdate for Action
[src]pub const NEEDS_UPDATE: bool
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impl ActionUpdate for Action
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impl ActionUpdate for Action
[src]impl<'de> Deserialize<'de> for Action
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impl<'de> Deserialize<'de> for Action
[src]pub fn deserialize<__D>(
__deserializer: __D
) -> Result<Action, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>,
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__deserializer: __D
) -> Result<Action, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>,
impl Serialize for Action
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impl Serialize for Action
[src]pub fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error> where
__S: Serializer,
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&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error> where
__S: Serializer,
Auto Trait Implementations
impl RefUnwindSafe for Action
impl Send for Action
impl Sync for Action
impl Unpin for Action
impl UnwindSafe for Action
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<T> Serialize for T where
T: Serialize + ?Sized,
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impl<T> Serialize for T where
T: Serialize + ?Sized,
[src]pub fn erased_serialize(
&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
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&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<A> ActionUpdateExt for A where
A: ActionExt + ActionUpdate,
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A: ActionExt + ActionUpdate,
impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,