Struct rin::blender::ActionOffset [−][src]
pub struct ActionOffset<A> { /* fields omitted */ }
Applies an action offseted in time
Implementations
impl<A> ActionOffset<A> where
A: ActionExt,
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impl<A> ActionOffset<A> where
A: ActionExt,
[src]Trait Implementations
impl<A> ActionExt for ActionOffset<A> where
A: ActionExt,
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impl<A> ActionExt for ActionOffset<A> where
A: ActionExt,
[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<A> ActionNeedsUpdate for ActionOffset<A> where
A: ActionNeedsUpdate,
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impl<A> ActionNeedsUpdate for ActionOffset<A> where
A: ActionNeedsUpdate,
[src]pub const NEEDS_UPDATE: bool
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impl<A> ActionUpdate for ActionOffset<A> where
A: ActionUpdate,
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impl<A> ActionUpdate for ActionOffset<A> where
A: ActionUpdate,
[src]impl<A> Clone for ActionOffset<A> where
A: Clone,
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impl<A> Clone for ActionOffset<A> where
A: Clone,
[src]pub fn clone(&self) -> ActionOffset<A>
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
Auto Trait Implementations
impl<A> RefUnwindSafe for ActionOffset<A> where
A: RefUnwindSafe,
A: RefUnwindSafe,
impl<A> Send for ActionOffset<A> where
A: Send,
A: Send,
impl<A> Sync for ActionOffset<A> where
A: Sync,
A: Sync,
impl<A> Unpin for ActionOffset<A> where
A: Unpin,
A: Unpin,
impl<A> UnwindSafe for ActionOffset<A> where
A: UnwindSafe,
A: UnwindSafe,
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<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,