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
impl AnimationTargetId
Sourcepub fn from_names<'a>(
names: impl Iterator<Item = &'a Name>,
) -> AnimationTargetId
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?
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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
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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,
));
});
});
}
Sourcepub fn from_name(name: &Name) -> AnimationTargetId
pub fn from_name(name: &Name) -> AnimationTargetId
Creates a new AnimationTargetId
by hashing a single name.
Examples found in repository?
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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
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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,
}
}
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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§
Source§impl Clone for AnimationTargetId
impl Clone for AnimationTargetId
Source§fn clone(&self) -> AnimationTargetId
fn clone(&self) -> AnimationTargetId
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for AnimationTargetId
impl Debug for AnimationTargetId
Source§impl<'de> Deserialize<'de> for AnimationTargetId
impl<'de> Deserialize<'de> for AnimationTargetId
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<AnimationTargetId, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<AnimationTargetId, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl From<&Name> for AnimationTargetId
impl From<&Name> for AnimationTargetId
Source§fn from(name: &Name) -> AnimationTargetId
fn from(name: &Name) -> AnimationTargetId
Source§impl FromArg for &'static AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for &'static mut AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static mut AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl<T> FromIterator<T> for AnimationTargetId
impl<T> FromIterator<T> for AnimationTargetId
Source§fn from_iter<I>(iter: I) -> AnimationTargetIdwhere
I: IntoIterator<Item = T>,
fn from_iter<I>(iter: I) -> AnimationTargetIdwhere
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.
Source§impl FromReflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<AnimationTargetId>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<AnimationTargetId>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for &mut AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &mut AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetTypeRegistration for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Source§impl Hash for AnimationTargetId
impl Hash for AnimationTargetId
Source§impl IntoReturn for &AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Source§impl IntoReturn for &mut AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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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,
Source§impl IntoReturn for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTargetId: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
AnimationTargetId: 'into_return,
Source§impl Ord for AnimationTargetId
impl Ord for AnimationTargetId
Source§fn cmp(&self, other: &AnimationTargetId) -> Ordering
fn cmp(&self, other: &AnimationTargetId) -> Ordering
1.21.0 · Source§fn max(self, other: Self) -> Selfwhere
Self: Sized,
fn max(self, other: Self) -> Selfwhere
Self: Sized,
Source§impl PartialEq for AnimationTargetId
impl PartialEq for AnimationTargetId
Source§impl PartialOrd for AnimationTargetId
impl PartialOrd for AnimationTargetId
Source§impl PartialReflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
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Source§fn reflect_owned(self: Box<AnimationTargetId>) -> ReflectOwned
fn reflect_owned(self: Box<AnimationTargetId>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<AnimationTargetId>,
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Source§fn into_partial_reflect(self: Box<AnimationTargetId>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<AnimationTargetId>) -> Box<dyn PartialReflect>
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Source§impl Reflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_any(self: Box<AnimationTargetId>) -> Box<dyn Any>
fn into_any(self: Box<AnimationTargetId>) -> Box<dyn Any>
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fn into_reflect(self: Box<AnimationTargetId>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Serialize for AnimationTargetId
impl Serialize for AnimationTargetId
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
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&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
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Source§impl TupleStruct for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl TupleStruct for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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impl TypePath for AnimationTargetId
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Source§impl Typed for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for AnimationTargetIdwhere
AnimationTargetId: Any + Send + Sync,
Uuid: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Copy for AnimationTargetId
impl Eq for AnimationTargetId
impl StructuralPartialEq for AnimationTargetId
Auto Trait Implementations§
impl Freeze for AnimationTargetId
impl RefUnwindSafe for AnimationTargetId
impl Send for AnimationTargetId
impl Sync for AnimationTargetId
impl Unpin for AnimationTargetId
impl UnwindSafe for AnimationTargetId
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