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IGrounderQuadruped

Trait IGrounderQuadruped 

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pub trait IGrounderQuadruped: IGrounder {
Show 58 methods // Provided methods fn foreleg_solver(self) -> Grounding { ... } fn set_foreleg_solver(self, value: Grounding) { ... } fn root_rotation_weight(self) -> f32 { ... } fn set_root_rotation_weight(self, value: f32) { ... } fn min_root_rotation(self) -> f32 { ... } fn set_min_root_rotation(self, value: f32) { ... } fn max_root_rotation(self) -> f32 { ... } fn set_max_root_rotation(self, value: f32) { ... } fn root_rotation_speed(self) -> f32 { ... } fn set_root_rotation_speed(self, value: f32) { ... } fn max_leg_offset(self) -> f32 { ... } fn set_max_leg_offset(self, value: f32) { ... } fn max_fore_leg_offset(self) -> f32 { ... } fn set_max_fore_leg_offset(self, value: f32) { ... } fn maintain_head_rotation_weight(self) -> f32 { ... } fn set_maintain_head_rotation_weight(self, value: f32) { ... } fn character_root(self) -> Transform { ... } fn set_character_root(self, value: Transform) { ... } fn pelvis(self) -> Transform { ... } fn set_pelvis(self, value: Transform) { ... } fn last_spine_bone(self) -> Transform { ... } fn set_last_spine_bone(self, value: Transform) { ... } fn head(self) -> Transform { ... } fn set_head(self, value: Transform) { ... } fn legs(self) -> Array<IK> { ... } fn set_legs(self, value: Array<IK>) { ... } fn forelegs(self) -> Array<IK> { ... } fn set_forelegs(self, value: Array<IK>) { ... } fn gravity(self) -> Vector3 { ... } fn set_gravity(self, value: Vector3) { ... } fn feet(self) -> Array<GrounderQuadruped_Foot> { ... } fn set_feet(self, value: Array<GrounderQuadruped_Foot>) { ... } fn animated_pelvis_local_position(self) -> Vector3 { ... } fn set_animated_pelvis_local_position(self, value: Vector3) { ... } fn animated_pelvis_local_rotation(self) -> Quaternion { ... } fn set_animated_pelvis_local_rotation(self, value: Quaternion) { ... } fn animated_head_local_rotation(self) -> Quaternion { ... } fn set_animated_head_local_rotation(self, value: Quaternion) { ... } fn solved_pelvis_local_position(self) -> Vector3 { ... } fn set_solved_pelvis_local_position(self, value: Vector3) { ... } fn solved_pelvis_local_rotation(self) -> Quaternion { ... } fn set_solved_pelvis_local_rotation(self, value: Quaternion) { ... } fn solved_head_local_rotation(self) -> Quaternion { ... } fn set_solved_head_local_rotation(self, value: Quaternion) { ... } fn solved_feet(self) -> i32 { ... } fn set_solved_feet(self, value: i32) { ... } fn solved(self) -> bool { ... } fn set_solved(self, value: bool) { ... } fn angle(self) -> f32 { ... } fn set_angle(self, value: f32) { ... } fn forefeet_root(self) -> Transform { ... } fn set_forefeet_root(self, value: Transform) { ... } fn head_rotation(self) -> Quaternion { ... } fn set_head_rotation(self, value: Quaternion) { ... } fn last_weight(self) -> f32 { ... } fn set_last_weight(self, value: f32) { ... } fn character_root_rigidbody(self) -> Rigidbody { ... } fn set_character_root_rigidbody(self, value: Rigidbody) { ... }
}

Provided Methods§

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fn foreleg_solver(self) -> Grounding

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fn set_foreleg_solver(self, value: Grounding)

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fn root_rotation_weight(self) -> f32

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fn set_root_rotation_weight(self, value: f32)

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fn min_root_rotation(self) -> f32

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fn set_min_root_rotation(self, value: f32)

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fn max_root_rotation(self) -> f32

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fn set_max_root_rotation(self, value: f32)

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fn root_rotation_speed(self) -> f32

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fn set_root_rotation_speed(self, value: f32)

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fn max_leg_offset(self) -> f32

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fn set_max_leg_offset(self, value: f32)

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fn max_fore_leg_offset(self) -> f32

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fn set_max_fore_leg_offset(self, value: f32)

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fn maintain_head_rotation_weight(self) -> f32

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fn set_maintain_head_rotation_weight(self, value: f32)

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fn character_root(self) -> Transform

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fn set_character_root(self, value: Transform)

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fn pelvis(self) -> Transform

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fn set_pelvis(self, value: Transform)

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fn last_spine_bone(self) -> Transform

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fn set_last_spine_bone(self, value: Transform)

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fn head(self) -> Transform

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fn set_head(self, value: Transform)

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fn legs(self) -> Array<IK>

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fn set_legs(self, value: Array<IK>)

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fn forelegs(self) -> Array<IK>

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fn set_forelegs(self, value: Array<IK>)

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fn gravity(self) -> Vector3

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fn set_gravity(self, value: Vector3)

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fn feet(self) -> Array<GrounderQuadruped_Foot>

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fn set_feet(self, value: Array<GrounderQuadruped_Foot>)

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fn animated_pelvis_local_position(self) -> Vector3

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fn set_animated_pelvis_local_position(self, value: Vector3)

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fn animated_pelvis_local_rotation(self) -> Quaternion

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fn set_animated_pelvis_local_rotation(self, value: Quaternion)

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fn animated_head_local_rotation(self) -> Quaternion

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fn set_animated_head_local_rotation(self, value: Quaternion)

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fn solved_pelvis_local_position(self) -> Vector3

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fn set_solved_pelvis_local_position(self, value: Vector3)

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fn solved_pelvis_local_rotation(self) -> Quaternion

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fn set_solved_pelvis_local_rotation(self, value: Quaternion)

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fn solved_head_local_rotation(self) -> Quaternion

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fn set_solved_head_local_rotation(self, value: Quaternion)

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fn solved_feet(self) -> i32

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fn set_solved_feet(self, value: i32)

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fn solved(self) -> bool

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fn set_solved(self, value: bool)

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fn angle(self) -> f32

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fn set_angle(self, value: f32)

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fn forefeet_root(self) -> Transform

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fn set_forefeet_root(self, value: Transform)

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fn head_rotation(self) -> Quaternion

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fn set_head_rotation(self, value: Quaternion)

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fn last_weight(self) -> f32

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fn set_last_weight(self, value: f32)

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fn character_root_rigidbody(self) -> Rigidbody

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fn set_character_root_rigidbody(self, value: Rigidbody)

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§