Struct bevy_tweening::lens::TransformPositionLens
source · pub struct TransformPositionLens {
pub start: Vec3,
pub end: Vec3,
}
Expand description
A lens to manipulate the translation
field of a Transform
component.
Fields§
§start: Vec3
Start value of the translation.
end: Vec3
End value of the translation.
Trait Implementations§
source§impl Clone for TransformPositionLens
impl Clone for TransformPositionLens
source§fn clone(&self) -> TransformPositionLens
fn clone(&self) -> TransformPositionLens
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for TransformPositionLens
impl Debug for TransformPositionLens
source§impl Lens<Transform> for TransformPositionLens
impl Lens<Transform> for TransformPositionLens
source§fn lerp(&mut self, target: &mut Transform, ratio: f32)
fn lerp(&mut self, target: &mut Transform, ratio: f32)
Perform a linear interpolation (lerp) over the subset of fields of a
component or asset the lens focuses on, based on the linear ratio
ratio
. The target
component or asset is mutated in place. The
implementation decides which fields are interpolated, and performs
the animation in-place, overwriting the target.source§impl PartialEq<TransformPositionLens> for TransformPositionLens
impl PartialEq<TransformPositionLens> for TransformPositionLens
source§fn eq(&self, other: &TransformPositionLens) -> bool
fn eq(&self, other: &TransformPositionLens) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for TransformPositionLens
impl StructuralPartialEq for TransformPositionLens
Auto Trait Implementations§
impl RefUnwindSafe for TransformPositionLens
impl Send for TransformPositionLens
impl Sync for TransformPositionLens
impl Unpin for TransformPositionLens
impl UnwindSafe for TransformPositionLens
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in [AsBindGroup
]
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.