bevy::animation

Struct AnimationTargetId

Source
pub struct AnimationTargetId(pub Uuid);
Expand description

A unique UUID for an animation target (e.g. bone in a skinned mesh).

The AnimationClip asset and the AnimationTarget component both use this to refer to targets (e.g. bones in a skinned mesh) to be animated.

When importing an armature or an animation clip, asset loaders typically use the full path name from the armature to the bone to generate these UUIDs. The ID is unique to the full path name and based only on the names. So, for example, any imported armature with a bone at the root named Hips will assign the same AnimationTargetId to its root bone. Likewise, any imported animation clip that animates a root bone named Hips will reference the same AnimationTargetId. Any animation is playable on any armature as long as the bone names match, which allows for easy animation retargeting.

Note that asset loaders generally use the full path name to generate the AnimationTargetId. Thus a bone named Chest directly connected to a bone named Hips will have a different ID from a bone named Chest that’s connected to a bone named Stomach.

Tuple Fields§

§0: Uuid

Implementations§

Source§

impl AnimationTargetId

Source

pub fn from_names<'a>( names: impl Iterator<Item = &'a Name>, ) -> AnimationTargetId

Creates a new AnimationTargetId by hashing a list of names.

Typically, this will be the path from the animation root to the animation target (e.g. bone) that is to be animated.

Examples found in repository?
examples/animation/animation_masks.rs (lines 378-380)
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fn setup_animation_graph_once_loaded(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
    targets: Query<(Entity, &AnimationTarget)>,
) {
    for (entity, mut player) in &mut players {
        // Load the animation clip from the glTF file.
        let mut animation_graph = AnimationGraph::new();
        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);

        let animation_graph_nodes: [AnimationNodeIndex; 3] =
            std::array::from_fn(|animation_index| {
                let handle = asset_server.load(
                    GltfAssetLabel::Animation(animation_index)
                        .from_asset("models/animated/Fox.glb"),
                );
                let mask = if animation_index == 0 { 0 } else { 0x3f };
                animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
            });

        // Create each mask group.
        let mut all_animation_target_ids = HashSet::new();
        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
            MASK_GROUP_PATHS.iter().enumerate()
        {
            // Split up the prefix and suffix, and convert them into `Name`s.
            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();

            // Add each bone in the chain to the appropriate mask group.
            for chain_length in 0..=suffix.len() {
                let animation_target_id = AnimationTargetId::from_names(
                    prefix.iter().chain(suffix[0..chain_length].iter()),
                );
                animation_graph
                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
                all_animation_target_ids.insert(animation_target_id);
            }
        }

        // We're doing constructing the animation graph. Add it as an asset.
        let animation_graph = animation_graphs.add(animation_graph);
        commands
            .entity(entity)
            .insert(AnimationGraphHandle(animation_graph));

        // Remove animation targets that aren't in any of the mask groups. If we
        // don't do that, those bones will play all animations at once, which is
        // ugly.
        for (target_entity, target) in &targets {
            if !all_animation_target_ids.contains(&target.id) {
                commands.entity(target_entity).remove::<AnimationTarget>();
            }
        }

        // Play the animation.
        for animation_graph_node in animation_graph_nodes {
            player.play(animation_graph_node).repeat();
        }

        // Record the graph nodes.
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
    }
}
More examples
Hide additional examples
examples/animation/animated_transform.rs (line 73)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));

    // Light
    commands.spawn((
        PointLight {
            intensity: 500_000.0,
            ..default()
        },
        Transform::from_xyz(0.0, 2.5, 0.0),
    ));

    // Let's use the `Name` component to target entities. We can use anything we
    // like, but names are convenient.
    let planet = Name::new("planet");
    let orbit_controller = Name::new("orbit_controller");
    let satellite = Name::new("satellite");

    // Creating the animation
    let mut animation = AnimationClip::default();
    // A curve can modify a single part of a transform: here, the translation.
    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
    animation.add_curve_to_target(
        planet_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::translation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Vec3::new(1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, -1.0),
                Vec3::new(1.0, 0.0, -1.0),
                // in case seamless looping is wanted, the last keyframe should
                // be the same as the first one
                Vec3::new(1.0, 0.0, 1.0),
            ]))
            .expect("should be able to build translation curve because we pass in valid samples"),
        ),
    );
    // Or it can modify the rotation of the transform.
    // To find the entity to modify, the hierarchy will be traversed looking for
    // an entity with the right name at each level.
    let orbit_controller_animation_target_id =
        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
    animation.add_curve_to_target(
        orbit_controller_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::rotation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]))
            .expect("Failed to build rotation curve"),
        ),
    );
    // If a curve in an animation is shorter than the other, it will not repeat
    // until all other curves are finished. In that case, another animation should
    // be created for each part that would have a different duration / period.
    let satellite_animation_target_id = AnimationTargetId::from_names(
        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
    );
    animation.add_curve_to_target(
        satellite_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::scale),
            UnevenSampleAutoCurve::new(
                [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
                    .into_iter()
                    .zip([
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                    ]),
            )
            .expect("Failed to build scale curve"),
        ),
    );
    // There can be more than one curve targeting the same entity path.
    animation.add_curve_to_target(
        AnimationTargetId::from_names(
            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
        ),
        AnimatableCurve::new(
            animated_field!(Transform::rotation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]))
            .expect("should be able to build translation curve because we pass in valid samples"),
        ),
    );

    // Create the animation graph
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));

    // Create the animation player, and set it to repeat
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    // Create the scene that will be animated
    // First entity is the planet
    let planet_entity = commands
        .spawn((
            Mesh3d(meshes.add(Sphere::default())),
            MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
            // Add the animation graph and player
            planet,
            AnimationGraphHandle(graphs.add(graph)),
            player,
        ))
        .id();
    commands
        .entity(planet_entity)
        .insert(AnimationTarget {
            id: planet_animation_target_id,
            player: planet_entity,
        })
        .with_children(|p| {
            // This entity is just used for animation, but doesn't display anything
            p.spawn((
                Transform::default(),
                Visibility::default(),
                orbit_controller,
                AnimationTarget {
                    id: orbit_controller_animation_target_id,
                    player: planet_entity,
                },
            ))
            .with_children(|p| {
                // The satellite, placed at a distance of the planet
                p.spawn((
                    Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
                    MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
                    Transform::from_xyz(1.5, 0.0, 0.0),
                    AnimationTarget {
                        id: satellite_animation_target_id,
                        player: planet_entity,
                    },
                    satellite,
                ));
            });
        });
}
Source

pub fn from_name(name: &Name) -> AnimationTargetId

Creates a new AnimationTargetId by hashing a single name.

Examples found in repository?
examples/animation/animated_ui.rs (line 42)
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    fn create(
        animation_graphs: &mut Assets<AnimationGraph>,
        animation_clips: &mut Assets<AnimationClip>,
    ) -> AnimationInfo {
        // Create an ID that identifies the text node we're going to animate.
        let animation_target_name = Name::new("Text");
        let animation_target_id = AnimationTargetId::from_name(&animation_target_name);

        // Allocate an animation clip.
        let mut animation_clip = AnimationClip::default();

        // Create a curve that animates font size.
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(
                animated_field!(TextFont::font_size),
                AnimatableKeyframeCurve::new(
                    [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
                        .into_iter()
                        .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
                )
                .expect(
                    "should be able to build translation curve because we pass in valid samples",
                ),
            ),
        );

        // Create a curve that animates font color. Note that this should have
        // the same time duration as the previous curve.
        //
        // This time we use a "custom property", which in this case animates TextColor under the assumption
        // that it is in the "srgba" format.
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(
                TextColorProperty,
                AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0].into_iter().zip([
                    Srgba::RED,
                    Srgba::GREEN,
                    Srgba::BLUE,
                    Srgba::RED,
                ]))
                .expect(
                    "should be able to build translation curve because we pass in valid samples",
                ),
            ),
        );

        // Save our animation clip as an asset.
        let animation_clip_handle = animation_clips.add(animation_clip);

        // Create an animation graph with that clip.
        let (animation_graph, animation_node_index) =
            AnimationGraph::from_clip(animation_clip_handle);
        let animation_graph_handle = animation_graphs.add(animation_graph);

        AnimationInfo {
            target_name: animation_target_name,
            target_id: animation_target_id,
            graph: animation_graph_handle,
            node_index: animation_node_index,
        }
    }
More examples
Hide additional examples
examples/animation/eased_motion.rs (line 99)
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    fn create(
        animation_graphs: &mut Assets<AnimationGraph>,
        animation_clips: &mut Assets<AnimationClip>,
    ) -> AnimationInfo {
        // Create an ID that identifies the text node we're going to animate.
        let animation_target_name = Name::new("Cube");
        let animation_target_id = AnimationTargetId::from_name(&animation_target_name);

        // Allocate an animation clip.
        let mut animation_clip = AnimationClip::default();

        // Each leg of the translation motion should take 3 seconds.
        let animation_domain = interval(0.0, 3.0).unwrap();

        // The easing curve is parametrized over [0, 1], so we reparametrize it and
        // then ping-pong, which makes it spend another 3 seconds on the return journey.
        let translation_curve = EasingCurve::new(
            vec3(-6., 2., 0.),
            vec3(6., 2., 0.),
            EaseFunction::CubicInOut,
        )
        .reparametrize_linear(animation_domain)
        .expect("this curve has bounded domain, so this should never fail")
        .ping_pong()
        .expect("this curve has bounded domain, so this should never fail");

        // Something similar for rotation. The repetition here is an illusion caused
        // by the symmetry of the cube; it rotates on the forward journey and never
        // rotates back.
        let rotation_curve = EasingCurve::new(
            Quat::IDENTITY,
            Quat::from_rotation_y(FRAC_PI_2),
            EaseFunction::ElasticInOut,
        )
        .reparametrize_linear(interval(0.0, 4.0).unwrap())
        .expect("this curve has bounded domain, so this should never fail");

        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(animated_field!(Transform::translation), translation_curve),
        );
        animation_clip.add_curve_to_target(
            animation_target_id,
            AnimatableCurve::new(animated_field!(Transform::rotation), rotation_curve),
        );

        // Save our animation clip as an asset.
        let animation_clip_handle = animation_clips.add(animation_clip);

        // Create an animation graph with that clip.
        let (animation_graph, animation_node_index) =
            AnimationGraph::from_clip(animation_clip_handle);
        let animation_graph_handle = animation_graphs.add(animation_graph);

        AnimationInfo {
            target_name: animation_target_name,
            target_id: animation_target_id,
            graph: animation_graph_handle,
            node_index: animation_node_index,
        }
    }
examples/animation/animated_transform.rs (line 52)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
    ));

    // Light
    commands.spawn((
        PointLight {
            intensity: 500_000.0,
            ..default()
        },
        Transform::from_xyz(0.0, 2.5, 0.0),
    ));

    // Let's use the `Name` component to target entities. We can use anything we
    // like, but names are convenient.
    let planet = Name::new("planet");
    let orbit_controller = Name::new("orbit_controller");
    let satellite = Name::new("satellite");

    // Creating the animation
    let mut animation = AnimationClip::default();
    // A curve can modify a single part of a transform: here, the translation.
    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
    animation.add_curve_to_target(
        planet_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::translation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Vec3::new(1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, -1.0),
                Vec3::new(1.0, 0.0, -1.0),
                // in case seamless looping is wanted, the last keyframe should
                // be the same as the first one
                Vec3::new(1.0, 0.0, 1.0),
            ]))
            .expect("should be able to build translation curve because we pass in valid samples"),
        ),
    );
    // Or it can modify the rotation of the transform.
    // To find the entity to modify, the hierarchy will be traversed looking for
    // an entity with the right name at each level.
    let orbit_controller_animation_target_id =
        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
    animation.add_curve_to_target(
        orbit_controller_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::rotation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]))
            .expect("Failed to build rotation curve"),
        ),
    );
    // If a curve in an animation is shorter than the other, it will not repeat
    // until all other curves are finished. In that case, another animation should
    // be created for each part that would have a different duration / period.
    let satellite_animation_target_id = AnimationTargetId::from_names(
        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
    );
    animation.add_curve_to_target(
        satellite_animation_target_id,
        AnimatableCurve::new(
            animated_field!(Transform::scale),
            UnevenSampleAutoCurve::new(
                [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
                    .into_iter()
                    .zip([
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                        Vec3::splat(1.2),
                        Vec3::splat(0.8),
                    ]),
            )
            .expect("Failed to build scale curve"),
        ),
    );
    // There can be more than one curve targeting the same entity path.
    animation.add_curve_to_target(
        AnimationTargetId::from_names(
            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
        ),
        AnimatableCurve::new(
            animated_field!(Transform::rotation),
            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]))
            .expect("should be able to build translation curve because we pass in valid samples"),
        ),
    );

    // Create the animation graph
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));

    // Create the animation player, and set it to repeat
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    // Create the scene that will be animated
    // First entity is the planet
    let planet_entity = commands
        .spawn((
            Mesh3d(meshes.add(Sphere::default())),
            MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
            // Add the animation graph and player
            planet,
            AnimationGraphHandle(graphs.add(graph)),
            player,
        ))
        .id();
    commands
        .entity(planet_entity)
        .insert(AnimationTarget {
            id: planet_animation_target_id,
            player: planet_entity,
        })
        .with_children(|p| {
            // This entity is just used for animation, but doesn't display anything
            p.spawn((
                Transform::default(),
                Visibility::default(),
                orbit_controller,
                AnimationTarget {
                    id: orbit_controller_animation_target_id,
                    player: planet_entity,
                },
            ))
            .with_children(|p| {
                // The satellite, placed at a distance of the planet
                p.spawn((
                    Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
                    MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
                    Transform::from_xyz(1.5, 0.0, 0.0),
                    AnimationTarget {
                        id: satellite_animation_target_id,
                        player: planet_entity,
                    },
                    satellite,
                ));
            });
        });
}

Trait Implementations§

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impl Clone for AnimationTargetId

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fn clone(&self) -> AnimationTargetId

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 Debug for AnimationTargetId

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for AnimationTargetId

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fn deserialize<__D>( __deserializer: __D, ) -> Result<AnimationTargetId, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<&Name> for AnimationTargetId

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fn from(name: &Name) -> AnimationTargetId

Converts to this type from the input type.
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impl FromArg for &'static AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg AnimationTargetId

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static AnimationTargetId as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for &'static mut AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg mut AnimationTargetId

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static mut AnimationTargetId as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = AnimationTargetId

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<AnimationTargetId as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl<T> FromIterator<T> for AnimationTargetId
where T: AsRef<str>,

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fn from_iter<I>(iter: I) -> AnimationTargetId
where I: IntoIterator<Item = T>,

Creates a new AnimationTargetId by hashing a list of strings.

Typically, this will be the path from the animation root to the animation target (e.g. bone) that is to be animated.

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impl FromReflect for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationTargetId>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetOwnership for &AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for &mut AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Hash for AnimationTargetId

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fn hash<H>(&self, state: &mut H)
where H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl IntoReturn for &AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &AnimationTargetId: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for &mut AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where &mut AnimationTargetId: 'into_return,

Converts Self into a Return value.
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impl IntoReturn for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where AnimationTargetId: 'into_return,

Converts Self into a Return value.
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impl Ord for AnimationTargetId

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fn cmp(&self, other: &AnimationTargetId) -> Ordering

This method returns an Ordering between self and other. Read more
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fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
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fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
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fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized,

Restrict a value to a certain interval. Read more
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impl PartialEq for AnimationTargetId

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fn eq(&self, other: &AnimationTargetId) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialOrd for AnimationTargetId

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fn partial_cmp(&self, other: &AnimationTargetId) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
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fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
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fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
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fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
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fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl PartialReflect for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn clone_value(&self) -> Box<dyn PartialReflect>

Clones the value as a Reflect trait object. Read more
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<AnimationTargetId>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<AnimationTargetId>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<AnimationTargetId>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
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fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<AnimationTargetId>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<AnimationTargetId>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl Serialize for AnimationTargetId

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl TupleStruct for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn field(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_mut( &mut self, index: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn field_len(&self) -> usize

Returns the number of fields in the tuple struct.
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fn iter_fields(&self) -> TupleStructFieldIter<'_>

Returns an iterator over the values of the tuple struct’s fields.
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fn clone_dynamic(&self) -> DynamicTupleStruct

Clones the struct into a DynamicTupleStruct.
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fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>

Will return None if TypeInfo is not available.
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impl TypePath for AnimationTargetId

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for AnimationTargetId

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impl Eq for AnimationTargetId

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impl StructuralPartialEq for AnimationTargetId

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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impl<Q, K> Comparable<K> for Q
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fn compare(&self, key: &K) -> Ordering

Compare self to key and return their ordering.
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Converts self into T using Into<T>. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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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.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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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.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<N> NodeTrait for N
where N: Copy + Ord + Hash,

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impl<T> Reflectable for T

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,