pub trait IAnimationTrack: ITrackAsset {
Show 36 methods
// Provided methods
fn m_infinite_clip_pre_extrapolation(self) -> TimelineClip_ClipExtrapolation { ... }
fn set_m_infinite_clip_pre_extrapolation(
self,
value: TimelineClip_ClipExtrapolation,
) { ... }
fn m_infinite_clip_post_extrapolation(
self,
) -> TimelineClip_ClipExtrapolation { ... }
fn set_m_infinite_clip_post_extrapolation(
self,
value: TimelineClip_ClipExtrapolation,
) { ... }
fn m_infinite_clip_offset_position(self) -> Vector3 { ... }
fn set_m_infinite_clip_offset_position(self, value: Vector3) { ... }
fn m_infinite_clip_offset_euler_angles(self) -> Vector3 { ... }
fn set_m_infinite_clip_offset_euler_angles(self, value: Vector3) { ... }
fn m_infinite_clip_time_offset(self) -> f64 { ... }
fn set_m_infinite_clip_time_offset(self, value: f64) { ... }
fn m_infinite_clip_remove_offset(self) -> bool { ... }
fn set_m_infinite_clip_remove_offset(self, value: bool) { ... }
fn m_infinite_clip_apply_foot_ik(self) -> bool { ... }
fn set_m_infinite_clip_apply_foot_ik(self, value: bool) { ... }
fn m_infinite_clip_loop(self) -> AnimationPlayableAsset_LoopMode { ... }
fn set_m_infinite_clip_loop(self, value: AnimationPlayableAsset_LoopMode) { ... }
fn m_match_target_fields(self) -> MatchTargetFields { ... }
fn set_m_match_target_fields(self, value: MatchTargetFields) { ... }
fn m_position(self) -> Vector3 { ... }
fn set_m_position(self, value: Vector3) { ... }
fn m_euler_angles(self) -> Vector3 { ... }
fn set_m_euler_angles(self, value: Vector3) { ... }
fn m_avatar_mask(self) -> AvatarMask { ... }
fn set_m_avatar_mask(self, value: AvatarMask) { ... }
fn m_apply_avatar_mask(self) -> bool { ... }
fn set_m_apply_avatar_mask(self, value: bool) { ... }
fn m_track_offset(self) -> TrackOffset { ... }
fn set_m_track_offset(self, value: TrackOffset) { ... }
fn m_infinite_clip(self) -> AnimationClip { ... }
fn set_m_infinite_clip(self, value: AnimationClip) { ... }
fn m_open_clip_offset_rotation(self) -> Quaternion { ... }
fn set_m_open_clip_offset_rotation(self, value: Quaternion) { ... }
fn m_rotation(self) -> Quaternion { ... }
fn set_m_rotation(self, value: Quaternion) { ... }
fn m_apply_offsets(self) -> bool { ... }
fn set_m_apply_offsets(self, value: bool) { ... }
}Provided Methods§
fn m_infinite_clip_pre_extrapolation(self) -> TimelineClip_ClipExtrapolation
fn set_m_infinite_clip_pre_extrapolation( self, value: TimelineClip_ClipExtrapolation, )
fn m_infinite_clip_post_extrapolation(self) -> TimelineClip_ClipExtrapolation
fn set_m_infinite_clip_post_extrapolation( self, value: TimelineClip_ClipExtrapolation, )
fn m_infinite_clip_offset_position(self) -> Vector3
fn set_m_infinite_clip_offset_position(self, value: Vector3)
fn m_infinite_clip_offset_euler_angles(self) -> Vector3
fn set_m_infinite_clip_offset_euler_angles(self, value: Vector3)
fn m_infinite_clip_time_offset(self) -> f64
fn set_m_infinite_clip_time_offset(self, value: f64)
fn m_infinite_clip_remove_offset(self) -> bool
fn set_m_infinite_clip_remove_offset(self, value: bool)
fn m_infinite_clip_apply_foot_ik(self) -> bool
fn set_m_infinite_clip_apply_foot_ik(self, value: bool)
fn m_infinite_clip_loop(self) -> AnimationPlayableAsset_LoopMode
fn set_m_infinite_clip_loop(self, value: AnimationPlayableAsset_LoopMode)
fn m_match_target_fields(self) -> MatchTargetFields
fn set_m_match_target_fields(self, value: MatchTargetFields)
fn m_position(self) -> Vector3
fn set_m_position(self, value: Vector3)
fn m_euler_angles(self) -> Vector3
fn set_m_euler_angles(self, value: Vector3)
fn m_avatar_mask(self) -> AvatarMask
fn set_m_avatar_mask(self, value: AvatarMask)
fn m_apply_avatar_mask(self) -> bool
fn set_m_apply_avatar_mask(self, value: bool)
fn m_track_offset(self) -> TrackOffset
fn set_m_track_offset(self, value: TrackOffset)
fn m_infinite_clip(self) -> AnimationClip
fn set_m_infinite_clip(self, value: AnimationClip)
fn m_open_clip_offset_rotation(self) -> Quaternion
fn set_m_open_clip_offset_rotation(self, value: Quaternion)
fn m_rotation(self) -> Quaternion
fn set_m_rotation(self, value: Quaternion)
fn m_apply_offsets(self) -> bool
fn set_m_apply_offsets(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.