pub struct QuadrupedMediumSkeleton {
Show 16 fields head: Bone, neck: Bone, jaw: Bone, tail: Bone, torso_front: Bone, torso_back: Bone, ears: Bone, leg_fl: Bone, leg_fr: Bone, leg_bl: Bone, leg_br: Bone, foot_fl: Bone, foot_fr: Bone, foot_bl: Bone, foot_br: Bone, mount: Bone,
}

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§head: Bone§neck: Bone§jaw: Bone§tail: Bone§torso_front: Bone§torso_back: Bone§ears: Bone§leg_fl: Bone§leg_fr: Bone§leg_bl: Bone§leg_br: Bone§foot_fl: Bone§foot_fr: Bone§foot_bl: Bone§foot_br: Bone§mount: Bone

Trait Implementations§

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impl Clone for QuadrupedMediumSkeleton

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fn clone(&self) -> QuadrupedMediumSkeleton

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for QuadrupedMediumSkeleton

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fn default() -> QuadrupedMediumSkeleton

Returns the “default value” for a type. Read more
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impl<'a, Factor> Lerp<Factor> for &'a QuadrupedMediumSkeleton
where Factor: Copy, Bone: Lerp<Factor, Output = Bone>,

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type Output = QuadrupedMediumSkeleton

The resulting type after performing the LERP operation.
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fn lerp_unclamped_precise(from: Self, to: Self, factor: Factor) -> Self::Output

Returns the linear interpolation of from to to with factor unconstrained, using a possibly slower but more precise operation. Read more
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fn lerp_unclamped(from: Self, to: Self, factor: Factor) -> Self::Output

Returns the linear interpolation of from to to with factor unconstrained, using the supposedly fastest but less precise implementation. Read more
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fn lerp_unclamped_inclusive_range( range: RangeInclusive<Self>, factor: Factor ) -> Self::Output

Version of lerp_unclamped() that used a single RangeInclusive parameter instead of two values.
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fn lerp_unclamped_precise_inclusive_range( range: RangeInclusive<Self>, factor: Factor ) -> Self::Output

Version of lerp_unclamped_precise() that used a single RangeInclusive parameter instead of two values.
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impl Skeleton for QuadrupedMediumSkeleton

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type Attr = SkeletonAttr

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type Body = Body

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const BONE_COUNT: usize = 15usize

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fn compute_matrices_inner( &self, base_mat: Mat4<f32>, buf: &mut [FigureBoneData; 16], body: Self::Body ) -> Offsets

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fn compute_matrices( &self, base_mat: Mat4<f32>, buf: &mut [FigureBoneData; 16], body: Self::Body ) -> Offsets

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