pub struct Update { /* private fields */ }Expand description
Rewrites one mobject from its start-of-clip state and progress: the building block for the simple animations below.
Implementations§
Trait Implementations§
Source§impl Animation for Update
impl Animation for Update
Source§fn plan(&mut self, state: &SceneState)
fn plan(&mut self, state: &SceneState)
Called once when played, with the scene state at the start of the clip. Do the expensive
work (alignment, diffing) here.
Source§fn sample(&self, alpha: f32, state: &mut SceneState)
fn sample(&self, alpha: f32, state: &mut SceneState)
Writes the targets’ state at eased progress
alpha into state, which holds the scene
as it was at the start of the clip. Must be cheap and pure.Auto Trait Implementations§
impl !RefUnwindSafe for Update
impl !UnwindSafe for Update
impl Freeze for Update
impl Send for Update
impl Sync for Update
impl Unpin for Update
impl UnsafeUnpin for Update
Blanket Implementations§
Source§impl<A> AnimationExt for Awhere
A: Animation,
impl<A> AnimationExt for Awhere
A: Animation,
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more