pub struct Bone { /* private fields */ }Expand description
Skeleton bone for skinned animation
Bones form the skeleton that deforms mesh geometry. Each bone is a node in the hierarchy and can affect one or more geosets.
Implementations§
Source§impl Bone
impl Bone
Sourcepub fn node(&self) -> Ref<'_, Node>
pub fn node(&self) -> Ref<'_, Node>
Base node data with transform Borrows the field in place — no copy, no allocation.
pub fn node_mut(&mut self) -> RefMut<'_, Node>
pub fn set_geoset_id(&mut self, value: u32)
Sourcepub fn geoset_animation_id(&self) -> u32
pub fn geoset_animation_id(&self) -> u32
Geoset animation index
pub fn set_geoset_animation_id(&mut self, value: u32)
Trait Implementations§
impl Send for Bone
Auto Trait Implementations§
impl !Sync for Bone
impl Freeze for Bone
impl RefUnwindSafe for Bone
impl Unpin for Bone
impl UnsafeUnpin for Bone
impl UnwindSafe for Bone
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