[−][src]Struct bakkesmod::wrappers::unreal::RBActorWrapper
Trait Implementations
impl Actor for RBActorWrapper
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fn get_location(&self) -> Vector
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fn set_location(&self, new_loc: Vector)
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fn get_velocity(&self) -> Vector
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fn set_velocity(&self, new_vel: Vector)
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fn add_velocity(&self, vel: Vector)
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fn get_rotation(&self) -> Rotator
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fn set_rotation(&self, new_rot: Rotator)
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fn set_torque(&self, new_torque: Vector)
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fn get_angular_velocity(&self) -> Vector
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fn set_angular_velocity(&self, new_vel: Vector, add_to_current: bool)
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fn stop(&self)
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fn is_null(&self)
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fn get_draw_scale(&self) -> f32
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fn get_draw_scale3_d(&self) -> Vector
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fn get_pre_pivot(&self) -> Vector
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fn get_editor_icon_color(&self) -> Color
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fn get_custom_time_dilation(&self) -> f32
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fn get_physics(&self) -> u8
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fn get_remote_role(&self) -> u8
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fn get_role(&self) -> u8
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fn get_collision_type(&self) -> u8
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fn get_replicated_collision_type(&self) -> u8
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fn get_owner(&self) -> Option<ActorWrapper>
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fn get_base(&self) -> Option<ActorWrapper>
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fn get_b_static(&self) -> bool
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fn get_b_hidden(&self) -> bool
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fn get_b_hidden_self(&self) -> bool
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fn get_b_no_delete(&self) -> bool
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fn get_b_delete_me(&self) -> bool
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fn get_b_ticked(&self) -> bool
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fn get_b_only_owner_see(&self) -> bool
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fn get_b_tick_is_disabled(&self) -> bool
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fn get_b_world_geometry(&self) -> bool
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fn get_b_ignore_rigid_body_pawns(&self) -> bool
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fn get_b_orient_on_slope(&self) -> bool
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fn get_b_is_moving(&self) -> bool
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fn get_b_always_encroach_check(&self) -> bool
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fn get_b_has_alternate_target_location(&self) -> bool
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fn get_b_always_relevant(&self) -> bool
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fn get_b_replicate_instigator(&self) -> bool
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fn get_b_replicate_movement(&self) -> bool
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fn get_b_update_simulated_position(&self) -> bool
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fn get_b_demo_recording(&self) -> bool
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fn get_b_demo_owner(&self) -> bool
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fn get_b_force_demo_relevant(&self) -> bool
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fn get_b_net_initial_rotation(&self) -> bool
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fn get_b_replicate_rigid_body_location(&self) -> bool
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fn get_b_kill_during_level_transition(&self) -> bool
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fn get_b_post_render_if_not_visible(&self) -> bool
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fn get_b_force_net_update(&self) -> bool
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fn get_b_force_packet_update(&self) -> bool
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fn get_b_pending_net_update(&self) -> bool
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fn get_b_game_relevant(&self) -> bool
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fn get_b_movable(&self) -> bool
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fn get_b_can_teleport(&self) -> bool
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fn get_b_always_tick(&self) -> bool
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fn get_b_blocks_navigation(&self) -> bool
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fn get_block_rigid_body(&self) -> bool
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fn get_b_collide_when_placing(&self) -> bool
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fn get_b_collide_actors(&self) -> bool
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fn get_b_collide_world(&self) -> bool
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fn get_b_collide_complex(&self) -> bool
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fn get_b_block_actors(&self) -> bool
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fn get_b_blocks_teleport(&self) -> bool
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fn get_b_phys_rigid_body_out_of_world_check(&self) -> bool
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fn get_b_component_outside_world(&self) -> bool
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fn get_b_rigid_body_was_awake(&self) -> bool
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fn get_b_call_rigid_body_wake_events(&self) -> bool
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fn get_b_bounce(&self) -> bool
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fn get_b_editable(&self) -> bool
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fn get_b_lock_location(&self) -> bool
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fn get_net_update_time(&self) -> f32
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fn get_net_update_frequency(&self) -> f32
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fn get_net_priority(&self) -> f32
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fn get_last_net_update_time(&self) -> f32
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fn get_last_force_packet_update_time(&self) -> f32
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fn get_time_since_last_tick(&self) -> f32
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fn get_life_span(&self) -> f32
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fn get_creation_time(&self) -> f32
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fn get_last_render_time(&self) -> f32
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fn get_hidden_editor_views(&self) -> i64
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fn get_attached(&self) -> RLArray<ActorWrapper>
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fn get_relative_location(&self) -> Vector
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fn get_relative_rotation(&self) -> Rotator
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fn get_collision_component(&self) -> Option<PrimitiveComponentWrapper>
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fn force_net_update_packet(&self)
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fn force_net_update(&self)
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fn will_overlap(
&self,
pos_a: Vector,
vel_a: Vector,
pos_b: Vector,
vel_b: Vector,
step_size: f32,
radius: f32,
time: f32
) -> bool
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&self,
pos_a: Vector,
vel_a: Vector,
pos_b: Vector,
vel_b: Vector,
step_size: f32,
radius: f32,
time: f32
) -> bool
fn is_in_persistent_level(
&self,
b_include_level_streaming_persistent: bool
) -> bool
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&self,
b_include_level_streaming_persistent: bool
) -> bool
fn set_hud_location(&self, new_hud_location: Vector)
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fn get_target_location(
&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
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&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
fn get_team_num(&self) -> u8
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fn is_player_owned(&self) -> bool
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fn is_stationary(&self) -> bool
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fn get_gravity_acceleration(&self) -> Vector
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fn get_gravity_direction(&self) -> Vector
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fn get_gravity_z(&self) -> f32
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fn is_overlapping(&self, a: ActorWrapper) -> bool
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fn contains_point(&self, spot: Vector) -> bool
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fn set_tick_is_disabled(&self, b_in_disabled: bool)
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fn set_physics2(&self, new_physics: u8)
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fn set_hidden(&self, b_new_hidden: bool)
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fn chart_data(&self, data_name: RLString, data_value: f32)
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fn draw_debug_string(
&self,
text_location: Vector,
text: RLString,
test_base_actor: ActorWrapper,
text_color: Color,
duration: f32
)
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&self,
text_location: Vector,
text: RLString,
test_base_actor: ActorWrapper,
text_color: Color,
duration: f32
)
fn draw_debug_cone(
&self,
origin: Vector,
direction: Vector,
length: f32,
angle_width: f32,
angle_height: f32,
num_sides: i32,
draw_color: Color,
b_persistent_lines: bool
)
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&self,
origin: Vector,
direction: Vector,
length: f32,
angle_width: f32,
angle_height: f32,
num_sides: i32,
draw_color: Color,
b_persistent_lines: bool
)
fn get_aggregate_base_velocity(&self, test_base: ActorWrapper) -> Vector
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fn is_owned_by(&self, test_actor: ActorWrapper) -> bool
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fn is_based_on(&self, test_actor: ActorWrapper) -> bool
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fn get_terminal_velocity(&self) -> f32
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impl Object for RBActorWrapper
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fn new(addr: usize) -> Self
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fn try_new(addr: usize) -> Option<Self>
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fn addr(&self) -> usize
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impl RBActor for RBActorWrapper
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fn get_max_linear_speed(&self) -> f32
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fn get_max_angular_speed(&self) -> f32
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fn get_b_disable_sleeping(&self) -> bool
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fn get_b_replay_actor(&self) -> bool
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fn get_b_frozen(&self) -> bool
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fn get_b_ignore_syncing(&self) -> bool
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fn get_b_phys_initialized(&self) -> bool
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fn get_old_rb_state(&self) -> ReplicatedRBState
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fn get_rb_state(&self) -> ReplicatedRBState
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fn get_replicated_rb_state(&self) -> ReplicatedRBState
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fn get_client_correction_rb_state(&self) -> ReplicatedRBState
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fn get_world_contact(&self) -> WorldContactData
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fn get_sync_error_location(&self) -> Vector
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fn get_sync_error_angle(&self) -> f32
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fn get_sync_error_axis(&self) -> Vector
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fn get_fx_actor_archetype(&self) -> Option<FXActorWrapper>
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fn get_fx_actor(&self) -> Option<FXActorWrapper>
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fn get_last_rb_collisions_frame(&self) -> i32
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fn get_welded_actor(&self) -> Option<RBActorWrapper>
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fn get_welded_to(&self) -> Option<RBActorWrapper>
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fn get_pre_weld_mass(&self) -> f32
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fn set_mass(&self, new_mass: f32)
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fn set_constrained3_d(
&self,
linear_lower: Vector,
linear_upper: Vector,
angular_lower: Vector,
angular_upper: Vector
)
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&self,
linear_lower: Vector,
linear_upper: Vector,
angular_lower: Vector,
angular_upper: Vector
)
fn set_constrained2_d(&self, b_constrain2_d: bool)
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fn set_physics_state(&self, new_state: ReplicatedRBState)
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fn set_frozen(&self, b_enabled: bool)
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fn set_max_angular_speed2(&self, new_max_speed: f32)
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fn set_max_linear_speed2(&self, new_max_speed: f32)
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fn un_weld_rb_actor(&self, other: RBActorWrapper)
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fn weld_rb_actor(
&self,
other: RBActorWrapper,
weld_offset: Vector,
weld_rotation: Rotator
)
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&self,
other: RBActorWrapper,
weld_offset: Vector,
weld_rotation: Rotator
)
fn re_init_rb_phys(&self)
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fn terminate_rb_phys(&self)
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fn get_current_rb_location(&self) -> Vector
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fn get_current_rb_state(&self) -> ReplicatedRBState
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fn get_physics_frame(&self) -> i32
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fn get_physics_time(&self) -> f32
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fn init_ak(&self)
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impl UnrealPointer for RBActorWrapper
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Auto Trait Implementations
impl RefUnwindSafe for RBActorWrapper
impl Send for RBActorWrapper
impl Sync for RBActorWrapper
impl Unpin for RBActorWrapper
impl UnwindSafe for RBActorWrapper
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,