[][src]Struct fastanvil::Level

pub struct Level<'a> {
    pub x_pos: i32,
    pub z_pos: i32,
    pub biomes: Option<&'a [u8]>,
    pub heightmaps: Option<Heightmaps<'a>>,
    pub old_heightmap: Option<Vec<i32>>,
    pub sections: Option<Vec<Section<'a>>>,
    pub status: &'a str,
    // some fields omitted
}

A level describes the contents of the chunk in the world.

Fields

x_pos: i32z_pos: i32biomes: Option<&'a [u8]>heightmaps: Option<Heightmaps<'a>>old_heightmap: Option<Vec<i32>>sections: Option<Vec<Section<'a>>>

Ideally this would be done as a slice to avoid allocating the vector. But there's no where to 'put' the slice of sections.

Can be empty if the chunk hasn't been generated properly yet.

status: &'a str

Trait Implementations

impl<'a> Debug for Level<'a>[src]

impl<'de: 'a, 'a> Deserialize<'de> for Level<'a>[src]

Auto Trait Implementations

impl<'a> RefUnwindSafe for Level<'a>

impl<'a> Send for Level<'a>

impl<'a> Sync for Level<'a>

impl<'a> Unpin for Level<'a>

impl<'a> UnwindSafe for Level<'a>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Pointable for T

type Init = T

The type for initializers.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.