[][src]Trait bakkesmod::wrappers::unreal::PrimitiveComponent

pub trait PrimitiveComponent: Object {
    fn get_rb_channel(&self) -> u8 { ... }
fn get_rb_dominance_group(&self) -> u8 { ... }
fn get_b_only_block_actor_movement(&self) -> bool { ... }
fn get_hidden_game(&self) -> bool { ... }
fn get_b_owner_no_see(&self) -> bool { ... }
fn get_b_only_owner_see(&self) -> bool { ... }
fn get_b_ignore_owner_hidden(&self) -> bool { ... }
fn get_b_use_as_occluder(&self) -> bool { ... }
fn get_b_allow_approximate_occlusion(&self) -> bool { ... }
fn get_b_first_frame_occlusion(&self) -> bool { ... }
fn get_b_ignore_near_plane_intersection(&self) -> bool { ... }
fn get_b_accepts_static_decals(&self) -> bool { ... }
fn get_b_accepts_dynamic_decals(&self) -> bool { ... }
fn get_b_is_refreshing_decals(&self) -> bool { ... }
fn get_cast_shadow(&self) -> bool { ... }
fn get_b_force_direct_light_map(&self) -> bool { ... }
fn get_b_cast_dynamic_shadow(&self) -> bool { ... }
fn get_b_cast_static_shadow(&self) -> bool { ... }
fn get_b_self_shadow_only(&self) -> bool { ... }
fn get_b_no_mod_self_shadow(&self) -> bool { ... }
fn get_b_accepts_dynamic_dominant_light_shadows(&self) -> bool { ... }
fn get_b_cast_hidden_shadow(&self) -> bool { ... }
fn get_b_cast_shadow_as_two_sided(&self) -> bool { ... }
fn get_b_accepts_lights(&self) -> bool { ... }
fn get_b_accepts_dynamic_lights(&self) -> bool { ... }
fn get_b_use_one_pass_lighting_on_translucency(&self) -> bool { ... }
fn get_b_use_precomputed_shadows(&self) -> bool { ... }
fn get_b_has_explicit_shadow_parent(&self) -> bool { ... }
fn get_collide_actors(&self) -> bool { ... }
fn get_always_check_collision(&self) -> bool { ... }
fn get_block_actors(&self) -> bool { ... }
fn get_block_zero_extent(&self) -> bool { ... }
fn get_block_non_zero_extent(&self) -> bool { ... }
fn get_can_block_camera(&self) -> bool { ... }
fn get_block_rigid_body(&self) -> bool { ... }
fn get_b_block_foot_placement(&self) -> bool { ... }
fn get_b_disable_all_rigid_body(&self) -> bool { ... }
fn get_b_skip_rb_geom_creation(&self) -> bool { ... }
fn get_b_notify_rigid_body_collision(&self) -> bool { ... }
fn get_b_fluid_drain(&self) -> bool { ... }
fn get_b_fluid_two_way(&self) -> bool { ... }
fn get_b_ignore_radial_impulse(&self) -> bool { ... }
fn get_b_ignore_radial_force(&self) -> bool { ... }
fn get_b_ignore_force_field(&self) -> bool { ... }
fn get_b_use_compartment(&self) -> bool { ... }
fn get_always_load_on_client(&self) -> bool { ... }
fn get_always_load_on_server(&self) -> bool { ... }
fn get_b_ignore_hidden_actors_membership(&self) -> bool { ... }
fn get_absolute_translation(&self) -> bool { ... }
fn get_absolute_rotation(&self) -> bool { ... }
fn get_absolute_scale(&self) -> bool { ... }
fn get_visibility_id(&self) -> i32 { ... }
fn get_translation(&self) -> Vector { ... }
fn get_rotation(&self) -> Rotator { ... }
fn get_scale(&self) -> f32 { ... }
fn get_scale3_d(&self) -> Vector { ... }
fn get_bounds_scale(&self) -> f32 { ... }
fn get_last_render_time(&self) -> f32 { ... }
fn get_script_rigid_body_collision_threshold(&self) -> f32 { ... }
fn term_rb_phys(&self) { ... }
fn init_rb_phys(&self) { ... }
fn set_notify_rigid_body_collision(
        &self,
        b_new_notify_rigid_body_collision: bool
    ) { ... }
fn set_rb_channel2(&self, channel: u8) { ... }
fn set_rb_collides_with_channel(&self, channel: u8, b_new_collides: bool) { ... }
fn set_block_rigid_body2(&self, b_new_block_rigid_body: bool) { ... }
fn retard_rb_linear_velocity(&self, retard_dir: Vector, vel_scale: f32) { ... }
fn set_rb_angular_velocity(
        &self,
        new_ang_vel: Vector,
        b_add_to_current: bool
    ) { ... }
fn set_rb_linear_velocity(&self, new_vel: Vector, b_add_to_current: bool) { ... }
fn add_radial_force(
        &self,
        origin: Vector,
        radius: f32,
        strength: f32,
        falloff: u8
    ) { ... }
fn add_radial_impulse(
        &self,
        origin: Vector,
        radius: f32,
        strength: f32,
        falloff: u8,
        b_vel_change: bool
    ) { ... } }

Provided methods

fn get_rb_channel(&self) -> u8

fn get_rb_dominance_group(&self) -> u8

fn get_b_only_block_actor_movement(&self) -> bool

fn get_hidden_game(&self) -> bool

fn get_b_owner_no_see(&self) -> bool

fn get_b_only_owner_see(&self) -> bool

fn get_b_ignore_owner_hidden(&self) -> bool

fn get_b_use_as_occluder(&self) -> bool

fn get_b_allow_approximate_occlusion(&self) -> bool

fn get_b_first_frame_occlusion(&self) -> bool

fn get_b_ignore_near_plane_intersection(&self) -> bool

fn get_b_accepts_static_decals(&self) -> bool

fn get_b_accepts_dynamic_decals(&self) -> bool

fn get_b_is_refreshing_decals(&self) -> bool

fn get_cast_shadow(&self) -> bool

fn get_b_force_direct_light_map(&self) -> bool

fn get_b_cast_dynamic_shadow(&self) -> bool

fn get_b_cast_static_shadow(&self) -> bool

fn get_b_self_shadow_only(&self) -> bool

fn get_b_no_mod_self_shadow(&self) -> bool

fn get_b_accepts_dynamic_dominant_light_shadows(&self) -> bool

fn get_b_cast_hidden_shadow(&self) -> bool

fn get_b_cast_shadow_as_two_sided(&self) -> bool

fn get_b_accepts_lights(&self) -> bool

fn get_b_accepts_dynamic_lights(&self) -> bool

fn get_b_use_one_pass_lighting_on_translucency(&self) -> bool

fn get_b_use_precomputed_shadows(&self) -> bool

fn get_b_has_explicit_shadow_parent(&self) -> bool

fn get_collide_actors(&self) -> bool

fn get_always_check_collision(&self) -> bool

fn get_block_actors(&self) -> bool

fn get_block_zero_extent(&self) -> bool

fn get_block_non_zero_extent(&self) -> bool

fn get_can_block_camera(&self) -> bool

fn get_block_rigid_body(&self) -> bool

fn get_b_block_foot_placement(&self) -> bool

fn get_b_disable_all_rigid_body(&self) -> bool

fn get_b_skip_rb_geom_creation(&self) -> bool

fn get_b_notify_rigid_body_collision(&self) -> bool

fn get_b_fluid_drain(&self) -> bool

fn get_b_fluid_two_way(&self) -> bool

fn get_b_ignore_radial_impulse(&self) -> bool

fn get_b_ignore_radial_force(&self) -> bool

fn get_b_ignore_force_field(&self) -> bool

fn get_b_use_compartment(&self) -> bool

fn get_always_load_on_client(&self) -> bool

fn get_always_load_on_server(&self) -> bool

fn get_b_ignore_hidden_actors_membership(&self) -> bool

fn get_absolute_translation(&self) -> bool

fn get_absolute_rotation(&self) -> bool

fn get_absolute_scale(&self) -> bool

fn get_visibility_id(&self) -> i32

fn get_translation(&self) -> Vector

fn get_rotation(&self) -> Rotator

fn get_scale(&self) -> f32

fn get_scale3_d(&self) -> Vector

fn get_bounds_scale(&self) -> f32

fn get_last_render_time(&self) -> f32

fn get_script_rigid_body_collision_threshold(&self) -> f32

fn term_rb_phys(&self)

fn init_rb_phys(&self)

fn set_notify_rigid_body_collision(
    &self,
    b_new_notify_rigid_body_collision: bool
)

fn set_rb_channel2(&self, channel: u8)

fn set_rb_collides_with_channel(&self, channel: u8, b_new_collides: bool)

fn set_block_rigid_body2(&self, b_new_block_rigid_body: bool)

fn retard_rb_linear_velocity(&self, retard_dir: Vector, vel_scale: f32)

fn set_rb_angular_velocity(&self, new_ang_vel: Vector, b_add_to_current: bool)

fn set_rb_linear_velocity(&self, new_vel: Vector, b_add_to_current: bool)

fn add_radial_force(
    &self,
    origin: Vector,
    radius: f32,
    strength: f32,
    falloff: u8
)

fn add_radial_impulse(
    &self,
    origin: Vector,
    radius: f32,
    strength: f32,
    falloff: u8,
    b_vel_change: bool
)

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Implementors

impl PrimitiveComponent for PrimitiveComponentWrapper[src]

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