pub trait IIKEffector: IObject {
Show 62 methods
// Provided methods
fn bone(self) -> Transform { ... }
fn set_bone(self, value: Transform) { ... }
fn target(self) -> Transform { ... }
fn set_target(self, value: Transform) { ... }
fn position_weight(self) -> f32 { ... }
fn set_position_weight(self, value: f32) { ... }
fn rotation_weight(self) -> f32 { ... }
fn set_rotation_weight(self, value: f32) { ... }
fn position(self) -> Vector3 { ... }
fn set_position(self, value: Vector3) { ... }
fn rotation(self) -> Quaternion { ... }
fn set_rotation(self, value: Quaternion) { ... }
fn position_offset(self) -> Vector3 { ... }
fn set_position_offset(self, value: Vector3) { ... }
fn effect_child_nodes(self) -> bool { ... }
fn set_effect_child_nodes(self, value: bool) { ... }
fn maintain_relative_position_weight(self) -> f32 { ... }
fn set_maintain_relative_position_weight(self, value: f32) { ... }
fn child_bones(self) -> Array<Transform> { ... }
fn set_child_bones(self, value: Array<Transform>) { ... }
fn plane_bone1(self) -> Transform { ... }
fn set_plane_bone1(self, value: Transform) { ... }
fn plane_bone2(self) -> Transform { ... }
fn set_plane_bone2(self, value: Transform) { ... }
fn plane_bone3(self) -> Transform { ... }
fn set_plane_bone3(self, value: Transform) { ... }
fn plane_rotation_offset(self) -> Quaternion { ... }
fn set_plane_rotation_offset(self, value: Quaternion) { ... }
fn pos_w(self) -> f32 { ... }
fn set_pos_w(self, value: f32) { ... }
fn rot_w(self) -> f32 { ... }
fn set_rot_w(self, value: f32) { ... }
fn local_positions(self) -> Array<Vector3> { ... }
fn set_local_positions(self, value: Array<Vector3>) { ... }
fn use_plane_nodes(self) -> bool { ... }
fn set_use_plane_nodes(self, value: bool) { ... }
fn animated_plane_rotation(self) -> Quaternion { ... }
fn set_animated_plane_rotation(self, value: Quaternion) { ... }
fn animated_position(self) -> Vector3 { ... }
fn set_animated_position(self, value: Vector3) { ... }
fn first_update(self) -> bool { ... }
fn set_first_update(self, value: bool) { ... }
fn chain_index(self) -> i32 { ... }
fn set_chain_index(self, value: i32) { ... }
fn node_index(self) -> i32 { ... }
fn set_node_index(self, value: i32) { ... }
fn plane1_chain_index(self) -> i32 { ... }
fn set_plane1_chain_index(self, value: i32) { ... }
fn plane1_node_index(self) -> i32 { ... }
fn set_plane1_node_index(self, value: i32) { ... }
fn plane2_chain_index(self) -> i32 { ... }
fn set_plane2_chain_index(self, value: i32) { ... }
fn plane2_node_index(self) -> i32 { ... }
fn set_plane2_node_index(self, value: i32) { ... }
fn plane3_chain_index(self) -> i32 { ... }
fn set_plane3_chain_index(self, value: i32) { ... }
fn plane3_node_index(self) -> i32 { ... }
fn set_plane3_node_index(self, value: i32) { ... }
fn child_chain_indexes(self) -> Array<i32> { ... }
fn set_child_chain_indexes(self, value: Array<i32>) { ... }
fn child_node_indexes(self) -> Array<i32> { ... }
fn set_child_node_indexes(self, value: Array<i32>) { ... }
}Provided Methods§
fn bone(self) -> Transform
fn set_bone(self, value: Transform)
fn target(self) -> Transform
fn set_target(self, value: Transform)
fn position_weight(self) -> f32
fn set_position_weight(self, value: f32)
fn rotation_weight(self) -> f32
fn set_rotation_weight(self, value: f32)
fn position(self) -> Vector3
fn set_position(self, value: Vector3)
fn rotation(self) -> Quaternion
fn set_rotation(self, value: Quaternion)
fn position_offset(self) -> Vector3
fn set_position_offset(self, value: Vector3)
fn effect_child_nodes(self) -> bool
fn set_effect_child_nodes(self, value: bool)
fn maintain_relative_position_weight(self) -> f32
fn set_maintain_relative_position_weight(self, value: f32)
fn child_bones(self) -> Array<Transform>
fn set_child_bones(self, value: Array<Transform>)
fn plane_bone1(self) -> Transform
fn set_plane_bone1(self, value: Transform)
fn plane_bone2(self) -> Transform
fn set_plane_bone2(self, value: Transform)
fn plane_bone3(self) -> Transform
fn set_plane_bone3(self, value: Transform)
fn plane_rotation_offset(self) -> Quaternion
fn set_plane_rotation_offset(self, value: Quaternion)
fn pos_w(self) -> f32
fn set_pos_w(self, value: f32)
fn rot_w(self) -> f32
fn set_rot_w(self, value: f32)
fn local_positions(self) -> Array<Vector3>
fn set_local_positions(self, value: Array<Vector3>)
fn use_plane_nodes(self) -> bool
fn set_use_plane_nodes(self, value: bool)
fn animated_plane_rotation(self) -> Quaternion
fn set_animated_plane_rotation(self, value: Quaternion)
fn animated_position(self) -> Vector3
fn set_animated_position(self, value: Vector3)
fn first_update(self) -> bool
fn set_first_update(self, value: bool)
fn chain_index(self) -> i32
fn set_chain_index(self, value: i32)
fn node_index(self) -> i32
fn set_node_index(self, value: i32)
fn plane1_chain_index(self) -> i32
fn set_plane1_chain_index(self, value: i32)
fn plane1_node_index(self) -> i32
fn set_plane1_node_index(self, value: i32)
fn plane2_chain_index(self) -> i32
fn set_plane2_chain_index(self, value: i32)
fn plane2_node_index(self) -> i32
fn set_plane2_node_index(self, value: i32)
fn plane3_chain_index(self) -> i32
fn set_plane3_chain_index(self, value: i32)
fn plane3_node_index(self) -> i32
fn set_plane3_node_index(self, value: i32)
fn child_chain_indexes(self) -> Array<i32>
fn set_child_chain_indexes(self, value: Array<i32>)
fn child_node_indexes(self) -> Array<i32>
fn set_child_node_indexes(self, value: Array<i32>)
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.