#[repr(u32)]pub enum D6Joint {
Show 43 variants
Entity1 = 0,
Entity2 = 1,
RelativePosition1 = 2,
RelativeOrientation1 = 3,
RelativePosition2 = 4,
RelativeOrientation2 = 5,
BreakForce = 6,
BreakTorque = 7,
IsBroken = 8,
ProjectionLinearTolerance = 9,
ProjectionAngularTolerance = 10,
RelativePosition = 11,
RelativeRotation = 12,
RelativeAngles = 13,
MotionX = 14,
MotionY = 15,
MotionZ = 16,
MotionTwist = 17,
MotionSwing1 = 18,
MotionSwing2 = 19,
LinearLimit = 20,
LinearLimitSpring = 21,
LinearLimitType = 22,
TwistLimit = 23,
TwistLimitSpring = 24,
TwistLimitType = 25,
SwingLimit = 26,
SwingLimitSpring = 27,
SwingLimitType = 28,
DriveEnabled = 29,
DrivePosition = 30,
DriveRotation = 31,
DriveLinearVelocity = 32,
DriveAngularVelocity = 33,
DriveParamsX = 34,
DriveParamsY = 35,
DriveParamsZ = 36,
DriveParamsSwing = 37,
DriveParamsTwist = 38,
DriveParamsSLERP = 39,
DriveIsAcceleration = 40,
LinearForce = 41,
AngularForce = 42,
}Variants§
Entity1 = 0
‘EntityHandle’
Entity2 = 1
‘EntityHandle’
RelativePosition1 = 2
‘Vec3’
RelativeOrientation1 = 3
‘Quat’
RelativePosition2 = 4
‘Vec3’
RelativeOrientation2 = 5
‘Quat’
BreakForce = 6
‘f32’
BreakTorque = 7
‘f32’
IsBroken = 8
‘bool’
ProjectionLinearTolerance = 9
‘f32’
ProjectionAngularTolerance = 10
‘f32’
RelativePosition = 11
‘Vec3’
RelativeRotation = 12
‘Quat’
RelativeAngles = 13
‘Vec3’
MotionX = 14
‘D6MotionType’ for each of the six axes
MotionY = 15
MotionZ = 16
MotionTwist = 17
MotionSwing1 = 18
MotionSwing2 = 19
LinearLimit = 20
‘Vec2’
LinearLimitSpring = 21
‘Vec2’
LinearLimitType = 22
‘JointLimitType’
TwistLimit = 23
’Vec2`
TwistLimitSpring = 24
’Vec2`
TwistLimitType = 25
’JointLimitType`
SwingLimit = 26
‘Vec2’
SwingLimitSpring = 27
’Vec2`
SwingLimitType = 28
’JointLimitType`
DriveEnabled = 29
‘bool’
DrivePosition = 30
‘Vec3’
DriveRotation = 31
DriveLinearVelocity = 32
DriveAngularVelocity = 33
DriveParamsX = 34
‘Vec4’ (stiffness, damping, forcelimit)
DriveParamsY = 35
DriveParamsZ = 36
DriveParamsSwing = 37
DriveParamsTwist = 38
DriveParamsSLERP = 39
DriveIsAcceleration = 40
‘bool’
LinearForce = 41
‘Vec3’
AngularForce = 42
‘Vec3’
Trait Implementations§
Source§impl CheckedBitPattern for D6Joint
impl CheckedBitPattern for D6Joint
Source§type Bits = u32
type Bits = u32
Self must have the same layout as the specified Bits except for
the possible invalid bit patterns being checked during
is_valid_bit_pattern.Source§fn is_valid_bit_pattern(bits: &Self::Bits) -> bool
fn is_valid_bit_pattern(bits: &Self::Bits) -> bool
If this function returns true, then it must be valid to reinterpret
bits
as &Self.Source§impl TryFromPrimitive for D6Joint
impl TryFromPrimitive for D6Joint
impl Copy for D6Joint
impl Eq for D6Joint
impl NoUninit for D6Joint
impl StructuralPartialEq for D6Joint
Auto Trait Implementations§
impl Freeze for D6Joint
impl RefUnwindSafe for D6Joint
impl Send for D6Joint
impl Sync for D6Joint
impl Unpin for D6Joint
impl UnwindSafe for D6Joint
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more