Trait rin::blender::ActionExt [−][src]
pub trait ActionExt {
Show methods
pub fn orientation_at(
&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>>>;
pub fn orientation_from_euler_at(
&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>>;
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>>;
pub fn rotation_at(
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>;
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>;
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>;
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>;
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>)>;
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>>)>;
pub fn name(&self) -> &str;
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove;
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>
);
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>
);
pub fn min_time_s(&self) -> f32;
pub fn max_time_s(&self) -> f32;
pub fn duration(&self) -> f32;
pub fn needs_root_motion_reset(&self, t: f32) -> bool;
}Trait to implement by any type that can be used as an action
Usually for combinations of other actions
Required methods
pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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 name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
pub fn needs_root_motion_reset(&self, t: f32) -> bool[src]
Implementations on Foreign Types
impl ActionExt for Box<dyn ActionUpdateExt + 'static + Send + Sync, Global>[src]
impl ActionExt for Box<dyn ActionUpdateExt + 'static + Send + Sync, Global>[src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A> ActionExt for Arc<A> where
A: ActionExt, [src]
impl<A> ActionExt for Arc<A> where
A: ActionExt, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl ActionExt for ()[src]
impl ActionExt for ()[src]pub fn orientation_at(
&self,
_object: &str,
_t: f32,
_current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
_object: &str,
_t: f32,
_current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, _keyblock: &str, _t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, _object: &str, _t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, _object: &str, _t: f32) -> Option<bool>[src]
pub fn root_motion_location_at(
&self,
_bject: &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>)>[src]
&self,
_bject: &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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, _t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<'a, A> ActionExt for &'a A where
A: ActionExt, [src]
impl<'a, A> ActionExt for &'a A where
A: ActionExt, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
Implementors
impl ActionExt for rin::blender::scene_data::Action[src]
impl ActionExt for rin::blender::scene_data::Action[src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, _t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl ActionExt for rin::blender::Action[src]
impl ActionExt for rin::blender::Action[src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl ActionExt for ActionSpacer[src]
impl ActionExt for ActionSpacer[src]pub fn orientation_at(
&self,
_object: &str,
_t: f32,
_current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
_object: &str,
_t: f32,
_current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, _keyblock: &str, _t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, _object: &str, _t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, _object: &str, _t: f32) -> Option<bool>[src]
pub fn root_motion_location_at(
&self,
_object: &str,
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>)>[src]
&self,
_object: &str,
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,
_bject: &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>>)>[src]
&self,
_bject: &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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, _t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A1, A2> ActionExt for ActionBlend<A1, A2> where
A1: ActionExt,
A2: ActionExt, [src]
impl<A1, A2> ActionExt for ActionBlend<A1, A2> where
A1: ActionExt,
A2: ActionExt, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
_t: f32,
_current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A1, A2> ActionExt for ActionMix<A1, A2> where
A1: ActionExt,
A2: ActionExt, [src]
impl<A1, A2> ActionExt for ActionMix<A1, A2> where
A1: ActionExt,
A2: ActionExt, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
_t: f32,
_current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A> ActionExt for ActionCollection<A> where
A: ActionExt, [src]
impl<A> ActionExt for ActionCollection<A> where
A: ActionExt, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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 name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
)
pub fn needs_root_motion_reset(&self, t: f32) -> bool[src]
pub fn min_time_s(&self) -> f32[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A> ActionExt for ActionController<A> where
A: Borrow<Action>, [src]
impl<A> ActionExt for ActionController<A> where
A: Borrow<Action>, [src]pub fn orientation_at(
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>
) -> Option<Unit<Quaternion<f32>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, _t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&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[src]
pub fn max_time_s(&self) -> f32[src]
pub fn duration(&self) -> f32[src]
impl<A> ActionExt for ActionOffset<A> where
A: ActionExt, [src]
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>>>[src]
&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>>>[src]
&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>>>[src]
&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>>[src]
&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>>[src]
&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>[src]
&self,
object: &str,
t: f32,
current_value: &Rotation
) -> Option<Rotation>
pub fn keyblock_at(&self, keyblock: &str, t: f32) -> Option<f32>[src]
pub fn hide_view_at(&self, object: &str, t: f32) -> Option<bool>[src]
pub fn hide_render_at(&self, object: &str, t: f32) -> Option<bool>[src]
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>)>[src]
&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>>)>[src]
&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[src]
pub fn name(&self) -> &str[src]
pub fn root_motion_remove(&self, t: Option<f32>) -> RootMotionRemove[src]
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>
)[src]
&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>
)[src]
&self,
object: &str,
t: f32,
current_value: &Unit<Quaternion<f32>>,
prev_orientations: &mut HashMap<String, Option<(f32, Unit<Quaternion<f32>>)>, RandomState>
)