Enum bevy_collider_gen::Edges
source · pub enum Edges {
DynamicImage(DynamicImage),
BevyImage(Image),
}
Variants§
DynamicImage(DynamicImage)
BevyImage(Image)
Implementations§
source§impl Edges
impl Edges
sourcepub fn single_image_edge_translated(&self) -> Vec<Vec2>
pub fn single_image_edge_translated(&self) -> Vec<Vec2>
If there’s only one sprite / object in the image, this returns just one, with coordinates translated to either side of (0, 0)
sourcepub fn single_image_edge_raw(&self) -> Vec<Vec2>
pub fn single_image_edge_raw(&self) -> Vec<Vec2>
If there’s only one sprite / object in the image, this returns just one, with coordinates left alone and all in positive x and y
sourcepub fn multi_image_edge_translated(&self) -> Vec<Vec<Vec2>>
pub fn multi_image_edge_translated(&self) -> Vec<Vec<Vec2>>
If there’s more than one sprite / object in the image, this returns all it finds, with coordinates translated to either side of (0, 0)
sourcepub fn multi_image_edges_raw(&self) -> Vec<Vec<Vec2>>
pub fn multi_image_edges_raw(&self) -> Vec<Vec<Vec2>>
If there’s more than one sprite / object in the image, this returns all it finds, with coordinates left alone and all in positive x and y
sourcepub fn image_edges(&self, translate: bool) -> Vec<Vec<Vec2>>
pub fn image_edges(&self, translate: bool) -> Vec<Vec<Vec2>>
Takes a Bevy DynamicImage type and an boolean to indicate whether to translate the points you get back to either side of (0, 0) instead of everything in positive x and y
sourcepub fn march_edges(
data: &[usize],
rows: usize,
cols: usize,
translate: bool
) -> Vec<Vec<Vec2>>
pub fn march_edges( data: &[usize], rows: usize, cols: usize, translate: bool ) -> Vec<Vec<Vec2>>
Marching squares adjacent, walks all the pixels in the provided data and keeps track of any that have at least one transparent / zero value neighbor then, while sorting into drawing order, groups them into sets of connected pixels
Accepts a flag indicating whether or not to translate coordinates to either side of (0,0) or leave it all in positive x,y
Trait Implementations§
source§impl From<&DynamicImage> for Edges
impl From<&DynamicImage> for Edges
source§fn from(i: &DynamicImage) -> Edges
fn from(i: &DynamicImage) -> Edges
source§impl From<DynamicImage> for Edges
impl From<DynamicImage> for Edges
source§fn from(i: DynamicImage) -> Edges
fn from(i: DynamicImage) -> Edges
Auto Trait Implementations§
impl Freeze for Edges
impl RefUnwindSafe for Edges
impl Send for Edges
impl Sync for Edges
impl Unpin for Edges
impl UnwindSafe for Edges
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<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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
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