Struct AnimationPlayer

Source
pub struct AnimationPlayer { /* private fields */ }
Expand description

Animation controls.

Automatically added to any root animations of a scene when it is spawned.

Implementations§

Source§

impl AnimationPlayer

Source

pub fn start(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, restarting it if necessary.

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pub fn play(&mut self, animation: NodeIndex) -> &mut ActiveAnimation

Start playing an animation, unless the requested animation is already playing.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 522)
513fn play_animations(
514    mut commands: Commands,
515    assets: Res<ExampleAssets>,
516    mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
517) {
518    for (entity, mut player) in players.iter_mut() {
519        commands
520            .entity(entity)
521            .insert(AnimationGraphHandle(assets.fox_animation_graph.clone()));
522        player.play(assets.fox_animation_node).repeat();
523    }
524}
More examples
Hide additional examples
examples/animation/animation_graph.rs (line 389)
373fn init_animations(
374    mut commands: Commands,
375    mut query: Query<(Entity, &mut AnimationPlayer)>,
376    animation_graph: Res<ExampleAnimationGraph>,
377    mut done: Local<bool>,
378) {
379    if *done {
380        return;
381    }
382
383    for (entity, mut player) in query.iter_mut() {
384        commands.entity(entity).insert((
385            AnimationGraphHandle(animation_graph.0.clone()),
386            ExampleAnimationWeights::default(),
387        ));
388        for &node_index in &CLIP_NODE_INDICES {
389            player.play(node_index.into()).repeat();
390        }
391
392        *done = true;
393    }
394}
395
396/// Read cursor position relative to clip nodes, allowing the user to change weights
397/// when dragging the node UI widgets.
398fn handle_weight_drag(
399    mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
400    mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
401) {
402    for (interaction, relative_cursor, clip_node) in &mut interaction_query {
403        if !matches!(*interaction, Interaction::Pressed) {
404            continue;
405        }
406
407        let Some(pos) = relative_cursor.normalized else {
408            continue;
409        };
410
411        for mut animation_weights in animation_weights_query.iter_mut() {
412            animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
413        }
414    }
415}
416
417// Updates the UI based on the weights that the user has chosen.
418fn update_ui(
419    mut text_query: Query<&mut Text>,
420    mut background_query: Query<&mut Node, Without<Text>>,
421    container_query: Query<(&Children, &ClipNode)>,
422    animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
423) {
424    for animation_weights in animation_weights_query.iter() {
425        for (children, clip_node) in &container_query {
426            // Draw the green background color to visually indicate the weight.
427            let mut bg_iter = background_query.iter_many_mut(children);
428            if let Some(mut node) = bg_iter.fetch_next() {
429                // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
430                node.width =
431                    Val::Px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
432            }
433
434            // Update the node labels with the current weights.
435            let mut text_iter = text_query.iter_many_mut(children);
436            if let Some(mut text) = text_iter.fetch_next() {
437                **text = format!(
438                    "{}\n{:.2}",
439                    clip_node.text, animation_weights.weights[clip_node.index]
440                );
441            }
442        }
443    }
444}
445
446/// Takes the weights that were set in the UI and assigns them to the actual
447/// playing animation.
448fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
449    for (mut animation_player, animation_weights) in query.iter_mut() {
450        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
451            .iter()
452            .zip(animation_weights.weights.iter())
453        {
454            // If the animation happens to be no longer active, restart it.
455            if !animation_player.is_playing_animation(animation_node_index.into()) {
456                animation_player.play(animation_node_index.into());
457            }
458
459            // Set the weight.
460            if let Some(active_animation) =
461                animation_player.animation_mut(animation_node_index.into())
462            {
463                active_animation.set_weight(animation_weight);
464            }
465        }
466    }
467}
examples/stress_tests/many_foxes.rs (line 246)
232fn setup_scene_once_loaded(
233    animations: Res<Animations>,
234    foxes: Res<Foxes>,
235    mut commands: Commands,
236    mut player: Query<(Entity, &mut AnimationPlayer)>,
237    mut done: Local<bool>,
238) {
239    if !*done && player.iter().len() == foxes.count {
240        for (entity, mut player) in &mut player {
241            commands
242                .entity(entity)
243                .insert(AnimationGraphHandle(animations.graph.clone()))
244                .insert(AnimationTransitions::new());
245
246            let playing_animation = player.play(animations.node_indices[0]).repeat();
247            if !foxes.sync {
248                playing_animation.seek_to(entity.index() as f32 / 10.0);
249            }
250        }
251        *done = true;
252    }
253}
examples/animation/morph_targets.rs (line 84)
63fn setup_animations(
64    mut has_setup: Local<bool>,
65    mut commands: Commands,
66    mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
67    morph_data: Res<MorphData>,
68    mut graphs: ResMut<Assets<AnimationGraph>>,
69) {
70    if *has_setup {
71        return;
72    }
73    for (entity, name, mut player) in &mut players {
74        // The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
75        if name.as_str() != "Main" {
76            continue;
77        }
78
79        let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
80        commands
81            .entity(entity)
82            .insert(AnimationGraphHandle(graphs.add(graph)));
83
84        player.play(animation).repeat();
85        *has_setup = true;
86    }
87}
examples/animation/animation_events.rs (line 93)
37fn setup(
38    mut commands: Commands,
39    mut animations: ResMut<Assets<AnimationClip>>,
40    mut graphs: ResMut<Assets<AnimationGraph>>,
41) {
42    // Camera
43    commands.spawn((
44        Camera2d,
45        Camera {
46            clear_color: ClearColorConfig::Custom(BLACK.into()),
47            hdr: true,
48            ..Default::default()
49        },
50        Bloom {
51            intensity: 0.4,
52            ..Bloom::NATURAL
53        },
54    ));
55
56    // The text that will be changed by animation events.
57    commands.spawn((
58        MessageText,
59        Text2d::default(),
60        TextFont {
61            font_size: 119.0,
62            ..default()
63        },
64        TextColor(Color::NONE),
65    ));
66
67    // Create a new animation clip.
68    let mut animation = AnimationClip::default();
69
70    // This is only necessary if you want the duration of the
71    // animation to be longer than the last event in the clip.
72    animation.set_duration(2.0);
73
74    // Add events at the specified time.
75    animation.add_event(
76        0.0,
77        MessageEvent {
78            value: "HELLO".into(),
79            color: ALICE_BLUE.into(),
80        },
81    );
82    animation.add_event(
83        1.0,
84        MessageEvent {
85            value: "BYE".into(),
86            color: CRIMSON.into(),
87        },
88    );
89
90    // Create the animation graph.
91    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
92    let mut player = AnimationPlayer::default();
93    player.play(animation_index).repeat();
94
95    commands.spawn((AnimationGraphHandle(graphs.add(graph)), player));
96}
examples/animation/animated_mesh.rs (line 85)
64fn play_animation_when_ready(
65    trigger: Trigger<SceneInstanceReady>,
66    mut commands: Commands,
67    children: Query<&Children>,
68    animations_to_play: Query<&AnimationToPlay>,
69    mut players: Query<&mut AnimationPlayer>,
70) {
71    // The entity we spawned in `setup_mesh_and_animation` is the trigger's target.
72    // Start by finding the AnimationToPlay component we added to that entity.
73    if let Ok(animation_to_play) = animations_to_play.get(trigger.target()) {
74        // The SceneRoot component will have spawned the scene as a hierarchy
75        // of entities parented to our entity. Since the asset contained a skinned
76        // mesh and animations, it will also have spawned an animation player
77        // component. Search our entity's descendants to find the animation player.
78        for child in children.iter_descendants(trigger.target()) {
79            if let Ok(mut player) = players.get_mut(child) {
80                // Tell the animation player to start the animation and keep
81                // repeating it.
82                //
83                // If you want to try stopping and switching animations, see the
84                // `animated_mesh_control.rs` example.
85                player.play(animation_to_play.index).repeat();
86
87                // Add the animation graph. This only needs to be done once to
88                // connect the animation player to the mesh.
89                commands
90                    .entity(child)
91                    .insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
92            }
93        }
94    }
95}
Source

pub fn stop(&mut self, animation: NodeIndex) -> &mut AnimationPlayer

Stops playing the given animation, removing it from the list of playing animations.

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pub fn stop_all(&mut self) -> &mut AnimationPlayer

Stops all currently-playing animations.

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pub fn playing_animations( &self, ) -> impl Iterator<Item = (&NodeIndex, &ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing.

Examples found in repository?
examples/animation/animated_mesh_control.rs (line 135)
128fn keyboard_control(
129    keyboard_input: Res<ButtonInput<KeyCode>>,
130    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
131    animations: Res<Animations>,
132    mut current_animation: Local<usize>,
133) {
134    for (mut player, mut transitions) in &mut animation_players {
135        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
136            continue;
137        };
138
139        if keyboard_input.just_pressed(KeyCode::Space) {
140            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
141            if playing_animation.is_paused() {
142                playing_animation.resume();
143            } else {
144                playing_animation.pause();
145            }
146        }
147
148        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
149            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
150            let speed = playing_animation.speed();
151            playing_animation.set_speed(speed * 1.2);
152        }
153
154        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
155            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
156            let speed = playing_animation.speed();
157            playing_animation.set_speed(speed * 0.8);
158        }
159
160        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
161            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
162            let elapsed = playing_animation.seek_time();
163            playing_animation.seek_to(elapsed - 0.1);
164        }
165
166        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
167            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
168            let elapsed = playing_animation.seek_time();
169            playing_animation.seek_to(elapsed + 0.1);
170        }
171
172        if keyboard_input.just_pressed(KeyCode::Enter) {
173            *current_animation = (*current_animation + 1) % animations.animations.len();
174
175            transitions
176                .play(
177                    &mut player,
178                    animations.animations[*current_animation],
179                    Duration::from_millis(250),
180                )
181                .repeat();
182        }
183
184        if keyboard_input.just_pressed(KeyCode::Digit1) {
185            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
186            playing_animation
187                .set_repeat(RepeatAnimation::Count(1))
188                .replay();
189        }
190
191        if keyboard_input.just_pressed(KeyCode::Digit2) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            playing_animation
194                .set_repeat(RepeatAnimation::Count(2))
195                .replay();
196        }
197
198        if keyboard_input.just_pressed(KeyCode::Digit3) {
199            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
200            playing_animation
201                .set_repeat(RepeatAnimation::Count(3))
202                .replay();
203        }
204
205        if keyboard_input.just_pressed(KeyCode::KeyL) {
206            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
207            playing_animation.set_repeat(RepeatAnimation::Forever);
208        }
209    }
210}
Source

pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&NodeIndex, &mut ActiveAnimation)>

Iterates through all animations that this AnimationPlayer is currently playing, mutably.

Source

pub fn is_playing_animation(&self, animation: NodeIndex) -> bool

Returns true if the animation is currently playing or paused, or false if the animation is stopped.

Examples found in repository?
examples/animation/animation_graph.rs (line 455)
448fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
449    for (mut animation_player, animation_weights) in query.iter_mut() {
450        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
451            .iter()
452            .zip(animation_weights.weights.iter())
453        {
454            // If the animation happens to be no longer active, restart it.
455            if !animation_player.is_playing_animation(animation_node_index.into()) {
456                animation_player.play(animation_node_index.into());
457            }
458
459            // Set the weight.
460            if let Some(active_animation) =
461                animation_player.animation_mut(animation_node_index.into())
462            {
463                active_animation.set_weight(animation_weight);
464            }
465        }
466    }
467}
Source

pub fn all_finished(&self) -> bool

Check if all playing animations have finished, according to the repetition behavior.

Source

pub fn all_paused(&self) -> bool

Check if all playing animations are paused.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 296)
271fn keyboard_animation_control(
272    keyboard_input: Res<ButtonInput<KeyCode>>,
273    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
274    animations: Res<Animations>,
275    mut current_animation: Local<usize>,
276    mut foxes: ResMut<Foxes>,
277) {
278    if keyboard_input.just_pressed(KeyCode::Space) {
279        foxes.moving = !foxes.moving;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
283        foxes.speed *= 1.25;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
287        foxes.speed *= 0.8;
288    }
289
290    if keyboard_input.just_pressed(KeyCode::Enter) {
291        *current_animation = (*current_animation + 1) % animations.node_indices.len();
292    }
293
294    for (mut player, mut transitions) in &mut animation_player {
295        if keyboard_input.just_pressed(KeyCode::Space) {
296            if player.all_paused() {
297                player.resume_all();
298            } else {
299                player.pause_all();
300            }
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
304            player.adjust_speeds(1.25);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
308            player.adjust_speeds(0.8);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
312            player.seek_all_by(-0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
316            player.seek_all_by(0.1);
317        }
318
319        if keyboard_input.just_pressed(KeyCode::Enter) {
320            transitions
321                .play(
322                    &mut player,
323                    animations.node_indices[*current_animation],
324                    Duration::from_millis(250),
325                )
326                .repeat();
327        }
328    }
329}
Source

pub fn pause_all(&mut self) -> &mut AnimationPlayer

Resume all playing animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 299)
271fn keyboard_animation_control(
272    keyboard_input: Res<ButtonInput<KeyCode>>,
273    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
274    animations: Res<Animations>,
275    mut current_animation: Local<usize>,
276    mut foxes: ResMut<Foxes>,
277) {
278    if keyboard_input.just_pressed(KeyCode::Space) {
279        foxes.moving = !foxes.moving;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
283        foxes.speed *= 1.25;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
287        foxes.speed *= 0.8;
288    }
289
290    if keyboard_input.just_pressed(KeyCode::Enter) {
291        *current_animation = (*current_animation + 1) % animations.node_indices.len();
292    }
293
294    for (mut player, mut transitions) in &mut animation_player {
295        if keyboard_input.just_pressed(KeyCode::Space) {
296            if player.all_paused() {
297                player.resume_all();
298            } else {
299                player.pause_all();
300            }
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
304            player.adjust_speeds(1.25);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
308            player.adjust_speeds(0.8);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
312            player.seek_all_by(-0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
316            player.seek_all_by(0.1);
317        }
318
319        if keyboard_input.just_pressed(KeyCode::Enter) {
320            transitions
321                .play(
322                    &mut player,
323                    animations.node_indices[*current_animation],
324                    Duration::from_millis(250),
325                )
326                .repeat();
327        }
328    }
329}
Source

pub fn resume_all(&mut self) -> &mut AnimationPlayer

Resume all active animations.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 297)
271fn keyboard_animation_control(
272    keyboard_input: Res<ButtonInput<KeyCode>>,
273    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
274    animations: Res<Animations>,
275    mut current_animation: Local<usize>,
276    mut foxes: ResMut<Foxes>,
277) {
278    if keyboard_input.just_pressed(KeyCode::Space) {
279        foxes.moving = !foxes.moving;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
283        foxes.speed *= 1.25;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
287        foxes.speed *= 0.8;
288    }
289
290    if keyboard_input.just_pressed(KeyCode::Enter) {
291        *current_animation = (*current_animation + 1) % animations.node_indices.len();
292    }
293
294    for (mut player, mut transitions) in &mut animation_player {
295        if keyboard_input.just_pressed(KeyCode::Space) {
296            if player.all_paused() {
297                player.resume_all();
298            } else {
299                player.pause_all();
300            }
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
304            player.adjust_speeds(1.25);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
308            player.adjust_speeds(0.8);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
312            player.seek_all_by(-0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
316            player.seek_all_by(0.1);
317        }
318
319        if keyboard_input.just_pressed(KeyCode::Enter) {
320            transitions
321                .play(
322                    &mut player,
323                    animations.node_indices[*current_animation],
324                    Duration::from_millis(250),
325                )
326                .repeat();
327        }
328    }
329}
Source

pub fn rewind_all(&mut self) -> &mut AnimationPlayer

Rewinds all active animations.

Source

pub fn adjust_speeds(&mut self, factor: f32) -> &mut AnimationPlayer

Multiplies the speed of all active animations by the given factor.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 304)
271fn keyboard_animation_control(
272    keyboard_input: Res<ButtonInput<KeyCode>>,
273    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
274    animations: Res<Animations>,
275    mut current_animation: Local<usize>,
276    mut foxes: ResMut<Foxes>,
277) {
278    if keyboard_input.just_pressed(KeyCode::Space) {
279        foxes.moving = !foxes.moving;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
283        foxes.speed *= 1.25;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
287        foxes.speed *= 0.8;
288    }
289
290    if keyboard_input.just_pressed(KeyCode::Enter) {
291        *current_animation = (*current_animation + 1) % animations.node_indices.len();
292    }
293
294    for (mut player, mut transitions) in &mut animation_player {
295        if keyboard_input.just_pressed(KeyCode::Space) {
296            if player.all_paused() {
297                player.resume_all();
298            } else {
299                player.pause_all();
300            }
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
304            player.adjust_speeds(1.25);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
308            player.adjust_speeds(0.8);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
312            player.seek_all_by(-0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
316            player.seek_all_by(0.1);
317        }
318
319        if keyboard_input.just_pressed(KeyCode::Enter) {
320            transitions
321                .play(
322                    &mut player,
323                    animations.node_indices[*current_animation],
324                    Duration::from_millis(250),
325                )
326                .repeat();
327        }
328    }
329}
Source

pub fn seek_all_by(&mut self, amount: f32) -> &mut AnimationPlayer

Seeks all active animations forward or backward by the same amount.

To seek forward, pass a positive value; to seek negative, pass a negative value. Values below 0.0 or beyond the end of the animation clip are clamped appropriately.

Examples found in repository?
examples/stress_tests/many_foxes.rs (line 312)
271fn keyboard_animation_control(
272    keyboard_input: Res<ButtonInput<KeyCode>>,
273    mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
274    animations: Res<Animations>,
275    mut current_animation: Local<usize>,
276    mut foxes: ResMut<Foxes>,
277) {
278    if keyboard_input.just_pressed(KeyCode::Space) {
279        foxes.moving = !foxes.moving;
280    }
281
282    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
283        foxes.speed *= 1.25;
284    }
285
286    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
287        foxes.speed *= 0.8;
288    }
289
290    if keyboard_input.just_pressed(KeyCode::Enter) {
291        *current_animation = (*current_animation + 1) % animations.node_indices.len();
292    }
293
294    for (mut player, mut transitions) in &mut animation_player {
295        if keyboard_input.just_pressed(KeyCode::Space) {
296            if player.all_paused() {
297                player.resume_all();
298            } else {
299                player.pause_all();
300            }
301        }
302
303        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
304            player.adjust_speeds(1.25);
305        }
306
307        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
308            player.adjust_speeds(0.8);
309        }
310
311        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
312            player.seek_all_by(-0.1);
313        }
314
315        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
316            player.seek_all_by(0.1);
317        }
318
319        if keyboard_input.just_pressed(KeyCode::Enter) {
320            transitions
321                .play(
322                    &mut player,
323                    animations.node_indices[*current_animation],
324                    Duration::from_millis(250),
325                )
326                .repeat();
327        }
328    }
329}
Source

pub fn animation(&self, animation: NodeIndex) -> Option<&ActiveAnimation>

Returns the ActiveAnimation associated with the given animation node if it’s currently playing.

If the animation isn’t currently active, returns None.

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pub fn animation_mut( &mut self, animation: NodeIndex, ) -> Option<&mut ActiveAnimation>

Returns a mutable reference to the ActiveAnimation associated with the given animation node if it’s currently active.

If the animation isn’t currently active, returns None.

Examples found in repository?
examples/animation/animation_graph.rs (line 461)
448fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
449    for (mut animation_player, animation_weights) in query.iter_mut() {
450        for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
451            .iter()
452            .zip(animation_weights.weights.iter())
453        {
454            // If the animation happens to be no longer active, restart it.
455            if !animation_player.is_playing_animation(animation_node_index.into()) {
456                animation_player.play(animation_node_index.into());
457            }
458
459            // Set the weight.
460            if let Some(active_animation) =
461                animation_player.animation_mut(animation_node_index.into())
462            {
463                active_animation.set_weight(animation_weight);
464            }
465        }
466    }
467}
More examples
Hide additional examples
examples/animation/animated_mesh_control.rs (line 140)
128fn keyboard_control(
129    keyboard_input: Res<ButtonInput<KeyCode>>,
130    mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
131    animations: Res<Animations>,
132    mut current_animation: Local<usize>,
133) {
134    for (mut player, mut transitions) in &mut animation_players {
135        let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
136            continue;
137        };
138
139        if keyboard_input.just_pressed(KeyCode::Space) {
140            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
141            if playing_animation.is_paused() {
142                playing_animation.resume();
143            } else {
144                playing_animation.pause();
145            }
146        }
147
148        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
149            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
150            let speed = playing_animation.speed();
151            playing_animation.set_speed(speed * 1.2);
152        }
153
154        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
155            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
156            let speed = playing_animation.speed();
157            playing_animation.set_speed(speed * 0.8);
158        }
159
160        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
161            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
162            let elapsed = playing_animation.seek_time();
163            playing_animation.seek_to(elapsed - 0.1);
164        }
165
166        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
167            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
168            let elapsed = playing_animation.seek_time();
169            playing_animation.seek_to(elapsed + 0.1);
170        }
171
172        if keyboard_input.just_pressed(KeyCode::Enter) {
173            *current_animation = (*current_animation + 1) % animations.animations.len();
174
175            transitions
176                .play(
177                    &mut player,
178                    animations.animations[*current_animation],
179                    Duration::from_millis(250),
180                )
181                .repeat();
182        }
183
184        if keyboard_input.just_pressed(KeyCode::Digit1) {
185            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
186            playing_animation
187                .set_repeat(RepeatAnimation::Count(1))
188                .replay();
189        }
190
191        if keyboard_input.just_pressed(KeyCode::Digit2) {
192            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
193            playing_animation
194                .set_repeat(RepeatAnimation::Count(2))
195                .replay();
196        }
197
198        if keyboard_input.just_pressed(KeyCode::Digit3) {
199            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
200            playing_animation
201                .set_repeat(RepeatAnimation::Count(3))
202                .replay();
203        }
204
205        if keyboard_input.just_pressed(KeyCode::KeyL) {
206            let playing_animation = player.animation_mut(playing_animation_index).unwrap();
207            playing_animation.set_repeat(RepeatAnimation::Forever);
208        }
209    }
210}

Trait Implementations§

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impl Clone for AnimationPlayer

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fn clone(&self) -> AnimationPlayer

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

Performs copy-assignment from source. Read more
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impl Component for AnimationPlayer
where AnimationPlayer: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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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 more
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fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )

Registers required components.
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn register_component_hooks(hooks: &mut ComponentHooks)

👎Deprecated since 0.16.0: Use the individual hook methods instead (e.g., Component::on_add, etc.)
Called when registering this component, allowing mutable access to its ComponentHooks.
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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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 more
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impl Default for AnimationPlayer

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fn default() -> AnimationPlayer

Returns the “default value” for a type. Read more
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impl FromArg for &'static AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = &'from_arg AnimationPlayer

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

Creates an item from an argument. Read more
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impl FromArg for &'static mut AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

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

Creates an item from an argument. Read more
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impl FromArg for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = AnimationPlayer

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

Creates an item from an argument. Read more
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impl FromReflect for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

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 &AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for &mut AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: 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 IntoReturn for &AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

Converts Self into a Return value.
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impl IntoReturn for &mut AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

Converts Self into a Return value.
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impl IntoReturn for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

Converts Self into a Return value.
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impl PartialReflect for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: 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 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<AnimationPlayer>) -> ReflectOwned

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

Attempts to clone Self using reflection. 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 clone_value(&self) -> Box<dyn PartialReflect>

👎Deprecated since 0.16.0: to clone reflected values, prefer using reflect_clone. To convert reflected values to dynamic ones, use to_dynamic.
Clones Self into its dynamic representation. Read more
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fn to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. 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 is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<AnimationPlayer>) -> 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<AnimationPlayer>) -> 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 Struct for AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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

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

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

Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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fn field_at_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 PartialReflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

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

Returns an iterator over the values of the reflectable fields for this struct.
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fn to_dynamic_struct(&self) -> DynamicStruct

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fn clone_dynamic(&self) -> DynamicStruct

👎Deprecated since 0.16.0: use to_dynamic_struct instead
Clones the struct into a DynamicStruct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

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

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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
Source§

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 AnimationPlayer
where AnimationPlayer: Any + Send + Sync, HashMap<NodeIndex, ActiveAnimation>: FromReflect + TypePath + MaybeTyped + RegisterForReflection, HashMap<NodeIndex, f32>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

Auto Trait Implementations§

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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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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ids: &mut impl FnMut(ComponentId), )

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fn register_required_components( components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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impl<T> CloneToUninit for T
where T: Clone,

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

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Conv for T

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fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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type Effect = ()

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where T: TypePath,

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Causes self to use its Binary implementation when Debug-formatted.
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where Self: LowerExp,

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fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

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where Self: Octal,

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where Self: Pointer,

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where Self: UpperExp,

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where &'a Self: for<'a> IntoIterator,

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fn from_sample_(s: S) -> S

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

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where T: Reflect,

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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pipe for T
where T: ?Sized,

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fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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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<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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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,