#[repr(i32)]pub enum NodeType {
Bone = 0,
Light = 1,
Helper = 2,
Attachment = 3,
ParticleEmitter = 4,
ParticleEmitter2 = 5,
RibbonEmitter = 6,
EventObject = 7,
Camera = 8,
CollisionShape = 9,
FaceEffect = 10,
CornEmitter = 11,
}Expand description
Type of node in the hierarchy
Variants§
Bone = 0
Skeleton bone
Light = 1
Light source
Helper = 2
Helper/attachment point
Attachment = 3
Equipment attachment
ParticleEmitter = 4
Particle emitter v1
ParticleEmitter2 = 5
Particle emitter v2
RibbonEmitter = 6
Ribbon trail emitter
EventObject = 7
Event trigger
Camera = 8
Camera
CollisionShape = 9
Collision volume
FaceEffect = 10
Face effect (Reforged)
CornEmitter = 11
PopcornFX emitter (Reforged)
Trait Implementations§
impl Copy for NodeType
impl Eq for NodeType
impl StructuralPartialEq for NodeType
Auto Trait Implementations§
impl Freeze for NodeType
impl RefUnwindSafe for NodeType
impl Send for NodeType
impl Sync for NodeType
impl Unpin for NodeType
impl UnsafeUnpin for NodeType
impl UnwindSafe for NodeType
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