pub struct Mesh3d(pub Handle<Mesh>);Expand description
A component for 3D meshes. Requires a MeshMaterial3d to be rendered, commonly using a StandardMaterial.
§Example
ⓘ
// Spawn an entity with a mesh using `StandardMaterial`.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Capsule3d::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
..Default::default()
})),
));
}Tuple Fields§
§0: Handle<Mesh>Methods from Deref<Target = Handle<Mesh>>§
Sourcepub fn id(&self) -> AssetId<A>
pub fn id(&self) -> AssetId<A>
Examples found in repository?
examples/shader_advanced/manual_material.rs (line 123)
122 fn as_asset_id(&self) -> AssetId<Self::Asset> {
123 self.0.id()
124 }
125}
126
127#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
128struct ImageMaterial {
129 image: Handle<Image>,
130}
131
132impl ErasedRenderAsset for ImageMaterial {
133 type SourceAsset = ImageMaterial;
134 type ErasedAsset = PreparedMaterial;
135 type Param = (
136 SRes<DrawFunctions<Opaque3d>>,
137 SRes<ImageMaterialBindGroupLayout>,
138 SRes<AssetServer>,
139 SResMut<MaterialBindGroupAllocators>,
140 SResMut<RenderMaterialBindings>,
141 SRes<RenderAssets<GpuImage>>,
142 SRes<ImageMaterialBindGroupSampler>,
143 );
144
145 fn prepare_asset(
146 source_asset: Self::SourceAsset,
147 asset_id: AssetId<Self::SourceAsset>,
148 (
149 opaque_draw_functions,
150 material_layout,
151 asset_server,
152 bind_group_allocators,
153 render_material_bindings,
154 gpu_images,
155 image_material_sampler,
156 ): &mut SystemParamItem<Self::Param>,
157 ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
158 let material_layout = material_layout.0.clone();
159 let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
160 let bind_group_allocator = bind_group_allocators
161 .get_mut(&TypeId::of::<ImageMaterial>())
162 .unwrap();
163 let Some(image) = gpu_images.get(&source_asset.image) else {
164 return Err(PrepareAssetError::RetryNextUpdate(source_asset));
165 };
166 let unprepared = UnpreparedBindGroup {
167 bindings: BindingResources(vec![
168 (
169 0,
170 OwnedBindingResource::TextureView(
171 TextureViewDimension::D2,
172 image.texture_view.clone(),
173 ),
174 ),
175 (
176 1,
177 OwnedBindingResource::Sampler(
178 SamplerBindingType::NonFiltering,
179 image_material_sampler.0.clone(),
180 ),
181 ),
182 ]),
183 };
184 let binding = match render_material_bindings.entry(asset_id.into()) {
185 Entry::Occupied(mut occupied_entry) => {
186 bind_group_allocator.free(*occupied_entry.get());
187 let new_binding =
188 bind_group_allocator.allocate_unprepared(unprepared, &material_layout);
189 *occupied_entry.get_mut() = new_binding;
190 new_binding
191 }
192 Entry::Vacant(vacant_entry) => *vacant_entry
193 .insert(bind_group_allocator.allocate_unprepared(unprepared, &material_layout)),
194 };
195
196 let mut properties = MaterialProperties {
197 material_layout: Some(material_layout),
198 mesh_pipeline_key_bits: ErasedMeshPipelineKey::new(MeshPipelineKey::empty()),
199 base_specialize: Some(base_specialize),
200 ..Default::default()
201 };
202 properties.add_draw_function(MainPassOpaqueDrawFunction, draw_function_id);
203 properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
204
205 Ok(PreparedMaterial {
206 binding,
207 properties: Arc::new(properties),
208 })
209 }
210}
211
212/// set up a simple 3D scene
213fn setup(
214 mut commands: Commands,
215 mut meshes: ResMut<Assets<Mesh>>,
216 mut materials: ResMut<Assets<ImageMaterial>>,
217 asset_server: Res<AssetServer>,
218) {
219 // cube
220 commands.spawn((
221 Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
222 ImageMaterial3d(materials.add(ImageMaterial {
223 image: asset_server.load("branding/icon.png"),
224 })),
225 Transform::from_xyz(0.0, 0.5, 0.0),
226 ));
227 // light
228 commands.spawn((
229 PointLight {
230 shadow_maps_enabled: true,
231 ..default()
232 },
233 Transform::from_xyz(4.0, 8.0, 4.0),
234 ));
235 // camera
236 commands.spawn((
237 Camera3d::default(),
238 Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
239 ));
240}
241
242fn extract_image_materials(
243 mut material_instances: ResMut<RenderMaterialInstances>,
244 changed_meshes_query: Extract<
245 Query<
246 (Entity, &ViewVisibility, &ImageMaterial3d),
247 Or<(Changed<ViewVisibility>, Changed<ImageMaterial3d>)>,
248 >,
249 >,
250) {
251 let last_change_tick = material_instances.current_change_tick;
252
253 for (entity, view_visibility, material) in &changed_meshes_query {
254 if view_visibility.get() {
255 material_instances.instances.insert(
256 entity.into(),
257 RenderMaterialInstance {
258 asset_id: material.0.id().untyped(),
259 last_change_tick,
260 },
261 );
262 } else {
263 material_instances
264 .instances
265 .remove(&MainEntity::from(entity));
266 }
267 }
268}More examples
examples/shader_advanced/compute_mesh.rs (line 193)
173fn prepare_chunks(
174 meshes_to_generate: Query<&GenerateMesh>,
175 mut chunks: ResMut<ChunksToProcess>,
176 pipeline_cache: Res<PipelineCache>,
177 pipeline: Res<ComputePipeline>,
178 mut processed: Local<HashSet<AssetId<Mesh>>>,
179) {
180 // If the pipeline isn't ready, then meshes
181 // won't be processed. So we want to wait until
182 // the pipeline is ready before considering any mesh processed.
183 if pipeline_cache
184 .get_compute_pipeline(pipeline.pipeline)
185 .is_some()
186 {
187 // get the AssetId for each Handle<Mesh>
188 // which we'll use later to get the relevant buffers
189 // from the mesh_allocator
190 let chunk_data: Vec<AssetId<Mesh>> = meshes_to_generate
191 .iter()
192 .filter_map(|gmesh| {
193 let id = gmesh.0.id();
194 processed.contains(&id).not().then_some(id)
195 })
196 .collect();
197
198 // Cache any meshes we're going to process this frame
199 for id in &chunk_data {
200 processed.insert(*id);
201 }
202
203 chunks.0 = chunk_data;
204 }
205}examples/3d/tonemapping.rs (line 248)
227fn resize_image(
228 image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
229 materials: Res<Assets<StandardMaterial>>,
230 mut meshes: ResMut<Assets<Mesh>>,
231 images: Res<Assets<Image>>,
232 mut image_event_reader: MessageReader<AssetEvent<Image>>,
233) {
234 for event in image_event_reader.read() {
235 let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
236 continue;
237 };
238
239 for (mat_h, mesh_h) in &image_mesh {
240 let Some(mat) = materials.get(mat_h) else {
241 continue;
242 };
243
244 let Some(ref base_color_texture) = mat.base_color_texture else {
245 continue;
246 };
247
248 if *id != base_color_texture.id() {
249 continue;
250 };
251
252 let Some(image_changed) = images.get(*id) else {
253 continue;
254 };
255
256 let size = image_changed.size_f32().normalize_or_zero() * 1.4;
257 // Resize Mesh
258 let quad = Mesh::from(Rectangle::from_size(size));
259 meshes.insert(mesh_h, quad).unwrap();
260 }
261 }
262}examples/3d/mirror.rs (line 409)
388fn handle_window_resize_messages(
389 windows_query: Query<&Window>,
390 mut mirror_cameras_query: Query<&mut RenderTarget, With<MirrorCamera>>,
391 mut images: ResMut<Assets<Image>>,
392 mut mirror_image: ResMut<MirrorImage>,
393 mut screen_space_texture_materials: ResMut<
394 Assets<ExtendedMaterial<StandardMaterial, ScreenSpaceTextureExtension>>,
395 >,
396 mut resize_messages: MessageReader<WindowResized>,
397) {
398 // We run at most once, regardless of the number of window resize messages
399 // there were this frame.
400 let Some(resize_message) = resize_messages.read().next() else {
401 return;
402 };
403 let Ok(window) = windows_query.get(resize_message.window) else {
404 return;
405 };
406
407 let window_size = uvec2(window.physical_width(), window.physical_height());
408 let image = create_mirror_texture_image(&mut images, window_size);
409 images.remove(mirror_image.0.id());
410
411 mirror_image.0 = image.clone();
412
413 for mut target in mirror_cameras_query.iter_mut() {
414 *target = image.clone().into();
415 }
416
417 for (_, material) in screen_space_texture_materials.iter_mut() {
418 material.base.emissive_texture = Some(image.clone());
419 }
420}examples/2d/mesh2d_manual.rs (line 366)
332pub fn extract_colored_mesh2d(
333 mut commands: Commands,
334 mut previous_len: Local<usize>,
335 // When extracting, you must use `Extract` to mark the `SystemParam`s
336 // which should be taken from the main world.
337 query: Extract<
338 Query<
339 (
340 Entity,
341 RenderEntity,
342 &ViewVisibility,
343 &GlobalTransform,
344 &Mesh2d,
345 ),
346 With<ColoredMesh2d>,
347 >,
348 >,
349 mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
350) {
351 let mut values = Vec::with_capacity(*previous_len);
352 for (entity, render_entity, view_visibility, transform, handle) in &query {
353 if !view_visibility.get() {
354 continue;
355 }
356
357 let transforms = Mesh2dTransforms {
358 world_from_local: transform.affine().into(),
359 flags: MeshFlags::empty().bits(),
360 };
361
362 values.push((render_entity, ColoredMesh2d));
363 render_mesh_instances.insert(
364 entity.into(),
365 RenderMesh2dInstance {
366 mesh_asset_id: handle.0.id(),
367 transforms,
368 material_bind_group_id: Material2dBindGroupId::default(),
369 automatic_batching: false,
370 tag: 0,
371 },
372 );
373 }
374 *previous_len = values.len();
375 commands.try_insert_batch(values);
376}Additional examples can be found in:
Trait Implementations§
Source§impl Component for Mesh3d
Required Components: Transform.
impl Component for Mesh3d
Required Components: Transform.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Mesh3d>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Mesh3d>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Eq for Mesh3d
Source§impl FromReflect for Mesh3d
impl FromReflect for Mesh3d
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Mesh3d>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Mesh3d>
Constructs a concrete instance of
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>>
Attempts to downcast the given value to
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl FromTemplate for Mesh3d
impl FromTemplate for Mesh3d
Source§type Template = Mesh3dTemplate
type Template = Mesh3dTemplate
The
Template for this type.Source§impl GetTypeRegistration for Mesh3d
impl GetTypeRegistration for Mesh3d
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
Source§impl IntoReturn for Mesh3d
impl IntoReturn for Mesh3d
Source§impl PartialReflect for Mesh3d
impl PartialReflect for Mesh3d
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Returns a zero-sized enumeration of “kinds” of type. Read more
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Returns an immutable enumeration of “kinds” of type. Read more
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Returns a mutable enumeration of “kinds” of type. Read more
Source§fn reflect_owned(self: Box<Mesh3d>) -> ReflectOwned
fn reflect_owned(self: Box<Mesh3d>) -> ReflectOwned
Returns an owned enumeration of “kinds” of type. Read more
Source§fn try_into_reflect(
self: Box<Mesh3d>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Mesh3d>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Attempts to cast this type to a boxed, fully-reflected value.
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Attempts to cast this type to a fully-reflected value.
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Attempts to cast this type to a mutable, fully-reflected value.
Source§fn into_partial_reflect(self: Box<Mesh3d>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Mesh3d>) -> Box<dyn PartialReflect>
Casts this type to a boxed, reflected value. Read more
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Casts this type to a reflected value. Read more
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Casts this type to a mutable, reflected value. Read more
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Returns a “partial equality” comparison result. Read more
Source§fn reflect_partial_cmp(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<Ordering>
fn reflect_partial_cmp( &self, value: &(dyn PartialReflect + 'static), ) -> Option<Ordering>
Returns a “partial comparison” result. Read more
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Attempts to clone
Self using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Applies a reflected value to this value. Read more
Source§fn to_dynamic(&self) -> Box<dyn PartialReflect>
fn to_dynamic(&self) -> Box<dyn PartialReflect>
Source§fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
For a type implementing
PartialReflect, combines reflect_clone and
take in a useful fashion, automatically constructing an appropriate
ReflectCloneError if the downcast fails.Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Returns a hash of the value (which includes the type). Read more
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Debug formatter for the value. Read more
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Indicates whether or not this type is a dynamic type. Read more
Source§impl Reflect for Mesh3d
impl Reflect for Mesh3d
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Returns the value as a
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Mesh3d>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Mesh3d>) -> Box<dyn Reflect>
Casts this type to a boxed, fully-reflected value.
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Casts this type to a fully-reflected value.
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Casts this type to a mutable, fully-reflected value.
impl StructuralPartialEq for Mesh3d
Source§impl TupleStruct for Mesh3d
impl TupleStruct for Mesh3d
Source§fn field(&self, index: usize) -> Option<&(dyn PartialReflect + 'static)>
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.Source§fn field_mut(
&mut self,
index: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
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.Source§fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
Returns an iterator over the values of the tuple struct’s fields.
Source§fn to_dynamic_tuple_struct(&self) -> DynamicTupleStruct
fn to_dynamic_tuple_struct(&self) -> DynamicTupleStruct
Creates a new
DynamicTupleStruct from this tuple struct.Source§fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>
fn get_represented_tuple_struct_info(&self) -> Option<&'static TupleStructInfo>
Will return
None if TypeInfo is not available.Source§impl TypePath for Mesh3d
impl TypePath for Mesh3d
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Unpin for Mesh3dwhere
[()]: for<'a> SpecializeFromTemplate,
Auto Trait Implementations§
impl !RefUnwindSafe for Mesh3d
impl !UnwindSafe for Mesh3d
impl Freeze for Mesh3d
impl Send for Mesh3d
impl Sync for Mesh3d
impl UnsafeUnpin for Mesh3d
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.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
impl<T> Brush for T
Source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
Source§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
C: Component,
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> ConditionalSend for Twhere
T: Send,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Converts
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Converts
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downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Converts
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Converts
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T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
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further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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