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§
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)
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.