pub trait IIKSolverLookAt: IIKSolver {
Show 34 methods
// Provided methods
fn target(self) -> Transform { ... }
fn set_target(self, value: Transform) { ... }
fn spine(self) -> Array<IKSolverLookAt_LookAtBone> { ... }
fn set_spine(self, value: Array<IKSolverLookAt_LookAtBone>) { ... }
fn head(self) -> IKSolverLookAt_LookAtBone { ... }
fn set_head(self, value: IKSolverLookAt_LookAtBone) { ... }
fn eyes(self) -> Array<IKSolverLookAt_LookAtBone> { ... }
fn set_eyes(self, value: Array<IKSolverLookAt_LookAtBone>) { ... }
fn body_weight(self) -> f32 { ... }
fn set_body_weight(self, value: f32) { ... }
fn head_weight(self) -> f32 { ... }
fn set_head_weight(self, value: f32) { ... }
fn eyes_weight(self) -> f32 { ... }
fn set_eyes_weight(self, value: f32) { ... }
fn clamp_weight(self) -> f32 { ... }
fn set_clamp_weight(self, value: f32) { ... }
fn clamp_weight_head(self) -> f32 { ... }
fn set_clamp_weight_head(self, value: f32) { ... }
fn clamp_weight_eyes(self) -> f32 { ... }
fn set_clamp_weight_eyes(self, value: f32) { ... }
fn clamp_smoothing(self) -> i32 { ... }
fn set_clamp_smoothing(self, value: i32) { ... }
fn spine_weight_curve(self) -> AnimationCurve { ... }
fn set_spine_weight_curve(self, value: AnimationCurve) { ... }
fn spine_target_offset(self) -> Vector3 { ... }
fn set_spine_target_offset(self, value: Vector3) { ... }
fn spine_forwards(self) -> Array<Vector3> { ... }
fn set_spine_forwards(self, value: Array<Vector3>) { ... }
fn head_forwards(self) -> Array<Vector3> { ... }
fn set_head_forwards(self, value: Array<Vector3>) { ... }
fn eye_forward(self) -> Array<Vector3> { ... }
fn set_eye_forward(self, value: Array<Vector3>) { ... }
fn is_dirty(self) -> bool { ... }
fn set_is_dirty(self, value: bool) { ... }
}Provided Methods§
fn target(self) -> Transform
fn set_target(self, value: Transform)
fn spine(self) -> Array<IKSolverLookAt_LookAtBone>
fn set_spine(self, value: Array<IKSolverLookAt_LookAtBone>)
fn head(self) -> IKSolverLookAt_LookAtBone
fn set_head(self, value: IKSolverLookAt_LookAtBone)
fn eyes(self) -> Array<IKSolverLookAt_LookAtBone>
fn set_eyes(self, value: Array<IKSolverLookAt_LookAtBone>)
fn body_weight(self) -> f32
fn set_body_weight(self, value: f32)
fn head_weight(self) -> f32
fn set_head_weight(self, value: f32)
fn eyes_weight(self) -> f32
fn set_eyes_weight(self, value: f32)
fn clamp_weight(self) -> f32
fn set_clamp_weight(self, value: f32)
fn clamp_weight_head(self) -> f32
fn set_clamp_weight_head(self, value: f32)
fn clamp_weight_eyes(self) -> f32
fn set_clamp_weight_eyes(self, value: f32)
fn clamp_smoothing(self) -> i32
fn set_clamp_smoothing(self, value: i32)
fn spine_weight_curve(self) -> AnimationCurve
fn set_spine_weight_curve(self, value: AnimationCurve)
fn spine_target_offset(self) -> Vector3
fn set_spine_target_offset(self, value: Vector3)
fn spine_forwards(self) -> Array<Vector3>
fn set_spine_forwards(self, value: Array<Vector3>)
fn head_forwards(self) -> Array<Vector3>
fn set_head_forwards(self, value: Array<Vector3>)
fn eye_forward(self) -> Array<Vector3>
fn set_eye_forward(self, value: Array<Vector3>)
fn is_dirty(self) -> bool
fn set_is_dirty(self, value: bool)
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.