Struct blender_armature::CoordinateSystem[][src]

pub struct CoordinateSystem { /* fields omitted */ }

A coordinate system is used to make sense of coordinates.

Without knowing the coordinate system you wouldn’t know if a value is meant for the Y axis, or Z axis.

Implementations

impl CoordinateSystem[src]

pub fn new(up: Axis, hand: Hand) -> Self[src]

Trait Implementations

impl Clone for CoordinateSystem[src]

impl Copy for CoordinateSystem[src]

impl Debug for CoordinateSystem[src]

impl Default for CoordinateSystem[src]

Blender’s coordinate system is Z up right handed

impl<'de> Deserialize<'de> for CoordinateSystem[src]

impl Eq for CoordinateSystem[src]

impl PartialEq<CoordinateSystem> for CoordinateSystem[src]

impl Serialize for CoordinateSystem[src]

impl StructuralEq for CoordinateSystem[src]

impl StructuralPartialEq for CoordinateSystem[src]

Auto Trait Implementations

impl RefUnwindSafe for CoordinateSystem

impl Send for CoordinateSystem

impl Sync for CoordinateSystem

impl Unpin for CoordinateSystem

impl UnwindSafe for CoordinateSystem

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> Scalar for T where
    T: PartialEq<T> + Copy + Any + Debug
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impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 

impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,