[][src]Struct web_sys::GamepadPose

#[repr(transparent)]
pub struct GamepadPose { /* fields omitted */ }

The GamepadPose object

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

Methods

impl GamepadPose[src]

pub fn has_orientation(&self) -> bool[src]

The hasOrientation getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn has_position(&self) -> bool[src]

The hasPosition getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn position(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The position getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn linear_velocity(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The linearVelocity getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn linear_acceleration(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The linearAcceleration getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn orientation(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The orientation getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn angular_velocity(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The angularVelocity getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

impl GamepadPose[src]

pub fn angular_acceleration(&self) -> Result<Option<Vec<f32>>, JsValue>[src]

The angularAcceleration getter

MDN Documentation

This API requires the following crate features to be activated: GamepadPose

Trait Implementations

impl AsRef<JsValue> for GamepadPose[src]

impl AsRef<Object> for GamepadPose[src]

impl From<JsValue> for GamepadPose[src]

impl From<GamepadPose> for JsValue[src]

impl From<GamepadPose> for Object[src]

impl Clone for GamepadPose[src]

fn clone_from(&mut self, source: &Self)
1.0.0
[src]

Performs copy-assignment from source. Read more

impl Debug for GamepadPose[src]

impl Deref for GamepadPose[src]

type Target = Object

The resulting type after dereferencing.

impl JsCast for GamepadPose[src]

fn is_instance_of<T>(&self) -> bool where
    T: JsCast
[src]

Test whether this JS value is an instance of the type T. Read more

fn dyn_into<T>(self) -> Result<T, Self> where
    T: JsCast
[src]

Performs a dynamic cast (checked at runtime) of this value into the target type T. Read more

fn dyn_ref<T>(&self) -> Option<&T> where
    T: JsCast
[src]

Performs a dynamic cast (checked at runtime) of this value into the target type T. Read more

fn unchecked_into<T>(self) -> T where
    T: JsCast
[src]

Performs a zero-cost unchecked cast into the specified type. Read more

fn unchecked_ref<T>(&self) -> &T where
    T: JsCast
[src]

Performs a zero-cost unchecked cast into a reference to the specified type. Read more

impl FromWasmAbi for GamepadPose[src]

type Abi = <JsValue as FromWasmAbi>::Abi

The wasm ABI type that this converts from when coming back out from the ABI boundary. Read more

impl WasmDescribe for GamepadPose[src]

impl IntoWasmAbi for GamepadPose[src]

type Abi = <JsValue as IntoWasmAbi>::Abi

The wasm ABI type that this converts into when crossing the ABI boundary. Read more

impl<'a> IntoWasmAbi for &'a GamepadPose[src]

type Abi = <&'a JsValue as IntoWasmAbi>::Abi

The wasm ABI type that this converts into when crossing the ABI boundary. Read more

impl OptionIntoWasmAbi for GamepadPose[src]

impl<'a> OptionIntoWasmAbi for &'a GamepadPose[src]

impl OptionFromWasmAbi for GamepadPose[src]

impl RefFromWasmAbi for GamepadPose[src]

type Abi = <JsValue as RefFromWasmAbi>::Abi

The wasm ABI type references to Self are recovered from.

type Anchor = ManuallyDrop<GamepadPose>

The type that holds the reference to Self for the duration of the invocation of the function that has an &Self parameter. This is required to ensure that the lifetimes don't persist beyond one function call, and so that they remain anonymous. Read more

Auto Trait Implementations

impl !Send for GamepadPose

impl !Sync for GamepadPose

Blanket Implementations

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

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

impl<T> From for T[src]

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

type Error = Infallible

The type returned in the event of a conversion error.

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

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

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

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

The type returned in the event of a conversion error.

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

impl<T> ReturnWasmAbi for T where
    T: IntoWasmAbi
[src]

type Abi = <T as IntoWasmAbi>::Abi

Same as IntoWasmAbi::Abi