pub trait IRecoil: IOffsetModifier {
Show 46 methods
// Provided methods
fn aim_ik(self) -> AimIK { ... }
fn set_aim_ik(self, value: AimIK) { ... }
fn aim_ik_solved_last(self) -> bool { ... }
fn set_aim_ik_solved_last(self, value: bool) { ... }
fn handedness(self) -> Recoil_Handedness { ... }
fn set_handedness(self, value: Recoil_Handedness) { ... }
fn two_handed(self) -> bool { ... }
fn set_two_handed(self, value: bool) { ... }
fn recoil_weight(self) -> AnimationCurve { ... }
fn set_recoil_weight(self, value: AnimationCurve) { ... }
fn magnitude_random(self) -> f32 { ... }
fn set_magnitude_random(self, value: f32) { ... }
fn rotation_random(self) -> Vector3 { ... }
fn set_rotation_random(self, value: Vector3) { ... }
fn hand_rotation_offset(self) -> Vector3 { ... }
fn set_hand_rotation_offset(self, value: Vector3) { ... }
fn blend_time(self) -> f32 { ... }
fn set_blend_time(self, value: f32) { ... }
fn offsets(self) -> Array<Recoil_RecoilOffset> { ... }
fn set_offsets(self, value: Array<Recoil_RecoilOffset>) { ... }
fn rotation_offset(self) -> Quaternion { ... }
fn set_rotation_offset(self, value: Quaternion) { ... }
fn magnitude_mlp(self) -> f32 { ... }
fn set_magnitude_mlp(self, value: f32) { ... }
fn end_time(self) -> f32 { ... }
fn set_end_time(self, value: f32) { ... }
fn hand_rotation(self) -> Quaternion { ... }
fn set_hand_rotation(self, value: Quaternion) { ... }
fn secondary_hand_relative_rotation(self) -> Quaternion { ... }
fn set_secondary_hand_relative_rotation(self, value: Quaternion) { ... }
fn random_rotation(self) -> Quaternion { ... }
fn set_random_rotation(self, value: Quaternion) { ... }
fn length(self) -> f32 { ... }
fn set_length(self, value: f32) { ... }
fn initiated(self) -> bool { ... }
fn set_initiated(self, value: bool) { ... }
fn blend_weight(self) -> f32 { ... }
fn set_blend_weight(self, value: f32) { ... }
fn w(self) -> f32 { ... }
fn set_w(self, value: f32) { ... }
fn primary_hand_rotation(self) -> Quaternion { ... }
fn set_primary_hand_rotation(self, value: Quaternion) { ... }
fn hand_rotations_set(self) -> bool { ... }
fn set_hand_rotations_set(self, value: bool) { ... }
fn aim_ik_axis(self) -> Vector3 { ... }
fn set_aim_ik_axis(self, value: Vector3) { ... }
}Provided Methods§
fn aim_ik(self) -> AimIK
fn set_aim_ik(self, value: AimIK)
fn aim_ik_solved_last(self) -> bool
fn set_aim_ik_solved_last(self, value: bool)
fn handedness(self) -> Recoil_Handedness
fn set_handedness(self, value: Recoil_Handedness)
fn two_handed(self) -> bool
fn set_two_handed(self, value: bool)
fn recoil_weight(self) -> AnimationCurve
fn set_recoil_weight(self, value: AnimationCurve)
fn magnitude_random(self) -> f32
fn set_magnitude_random(self, value: f32)
fn rotation_random(self) -> Vector3
fn set_rotation_random(self, value: Vector3)
fn hand_rotation_offset(self) -> Vector3
fn set_hand_rotation_offset(self, value: Vector3)
fn blend_time(self) -> f32
fn set_blend_time(self, value: f32)
fn offsets(self) -> Array<Recoil_RecoilOffset>
fn set_offsets(self, value: Array<Recoil_RecoilOffset>)
fn rotation_offset(self) -> Quaternion
fn set_rotation_offset(self, value: Quaternion)
fn magnitude_mlp(self) -> f32
fn set_magnitude_mlp(self, value: f32)
fn end_time(self) -> f32
fn set_end_time(self, value: f32)
fn hand_rotation(self) -> Quaternion
fn set_hand_rotation(self, value: Quaternion)
fn secondary_hand_relative_rotation(self) -> Quaternion
fn set_secondary_hand_relative_rotation(self, value: Quaternion)
fn random_rotation(self) -> Quaternion
fn set_random_rotation(self, value: Quaternion)
fn length(self) -> f32
fn set_length(self, value: f32)
fn initiated(self) -> bool
fn set_initiated(self, value: bool)
fn blend_weight(self) -> f32
fn set_blend_weight(self, value: f32)
fn w(self) -> f32
fn set_w(self, value: f32)
fn primary_hand_rotation(self) -> Quaternion
fn set_primary_hand_rotation(self, value: Quaternion)
fn hand_rotations_set(self) -> bool
fn set_hand_rotations_set(self, value: bool)
fn aim_ik_axis(self) -> Vector3
fn set_aim_ik_axis(self, value: Vector3)
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.