Struct fyrox::scene::terrain::Terrain

source ·
pub struct Terrain { /* private fields */ }
Expand description

Terrain is a height field where each point has fixed coordinates in XZ plane, but variable Y coordinate. It can be used to create landscapes. It supports multiple layers, where each layer has its own material and mask.

§Chunking

Terrain itself does not define any geometry or rendering data, instead it uses one or more chunks for that purpose. Each chunk could be considered as a “sub-terrain”. You can “stack” any amount of chunks from any side of the terrain. To do that, you define a range of chunks along each axes. This is very useful if you need to extend your terrain in a particular direction. Imagine that you’ve created a terrain with just one chunk (0..1 range on both axes), but suddenly you found that you need to extend the terrain to add some new game locations. In this case you can change the range of chunks at the desired axis. For instance, if you want to add a new location to the right from your single chunk, then you should change width_chunks range to 0..2 and leave length_chunks as is (0..1). This way terrain will be extended and you can start shaping the new location.

§Layers

Layer is a material with a blending mask. Layers helps you to build a terrain with wide variety of details. For example, you can have a terrain with 3 layers: grass, rock, snow. This combination can be used to create a terrain with grassy plateaus, rocky mountains with snowy tops. Each chunk (see above) can have its own set of materials for each layer, however the overall layer count is defined by the terrain itself. An ability to have different set of materials for different chunks is very useful to support various biomes.

§Level of detail (LOD)

Terrain has automatic LOD system, which means that the closest portions of it will be rendered with highest possible quality (defined by the resolution of height map and masks), while the furthest portions will be rendered with lowest quality. This effectively balances GPU load and allows you to render huge terrains with low overhead.

The main parameter that affects LOD system is block_size (Terrain::set_block_size), which defines size of the patch that will be used for rendering. It is used to divide the size of the height map into a fixed set of blocks using quad-tree algorithm.

Current implementation uses modified version of CDLOD algorithm without patch morphing. Apparently it is not needed, since bilinear filtration in vertex shader prevents seams to occur.

§Painting

Terrain has a single method for “painting” - Terrain::draw, it accepts a brush with specific parameters, which can either alternate height map or a layer mask. See method’s documentation for more info.

§Ray casting

You have two options to perform a ray casting:

  1. By using ray casting feature of the physics engine. In this case you need to create a Heighfield collider and use standard crate::scene::graph::physics::PhysicsWorld::cast_ray method.
  2. By using Terrain::raycast - this method could provide you more information about intersection point, than physics-based.

§Physics

As usual, to have collisions working you need to create a rigid body and add an appropriate collider to it. In case of terrains you need to create a collider with Heightfield shape and specify your terrain as a geometry source.

Implementations§

source§

impl Terrain

source

pub const BASE: &'static str = "base"

source

pub const LAYERS: &'static str = "layers"

source

pub const DECAL_LAYER_INDEX: &'static str = "decal_layer_index"

source

pub const CHUNK_SIZE: &'static str = "chunk_size"

source

pub const WIDTH_CHUNKS: &'static str = "width_chunks"

source

pub const LENGTH_CHUNKS: &'static str = "length_chunks"

source

pub const HEIGHT_MAP_SIZE: &'static str = "height_map_size"

source

pub const BLOCK_SIZE: &'static str = "block_size"

source

pub const MASK_SIZE: &'static str = "mask_size"

source

pub const CHUNKS: &'static str = "chunks"

source§

impl Terrain

source

pub fn chunk_size( &self ) -> Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>

Returns chunk size in meters.

source

pub fn set_chunk_size( &mut self, chunk_size: Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>> ) -> Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>

Sets new chunk size of the terrain (in meters). All chunks in the terrain will be repositioned according to their positions on the grid.

source

pub fn height_map_size( &self ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Returns height map dimensions along each axis.

source

pub fn set_height_map_size( &mut self, height_map_size: Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>> ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Sets new size of the height map for every chunk. Heightmaps in every chunk will be resampled which may cause precision loss if the size was decreased. Warning: This method is very heavy and should not be used at every frame!

source

pub fn set_block_size( &mut self, block_size: Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>> ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Sets the new block size. Block size defines “granularity” of the terrain; the minimal terrain patch that will be used for rendering. It directly affects level-of-detail system of the terrain. Warning: This method is very heavy and should not be used at every frame!

source

pub fn block_size( &self ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Returns current block size of the terrain.

source

pub fn mask_size( &self ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Returns the total amount of pixels along each axis of the layer blending mask.

source

pub fn set_mask_size( &mut self, mask_size: Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>> ) -> Matrix<u32, Const<2>, Const<1>, ArrayStorage<u32, 2, 1>>

Sets new size of the layer blending mask in pixels. Every layer mask will be resampled which may cause precision loss if the size was decreased.

source

pub fn width_chunks(&self) -> Range<i32>

Returns a numeric range along width axis which defines start and end chunk indices on a chunks grid.

source

pub fn set_width_chunks(&mut self, chunks: Range<i32>) -> Range<i32>

Sets amount of chunks along width axis.

source

pub fn length_chunks(&self) -> Range<i32>

Returns a numeric range along length axis which defines start and end chunk indices on a chunks grid.

source

pub fn set_length_chunks(&mut self, chunks: Range<i32>) -> Range<i32>

Sets amount of chunks along length axis.

source

pub fn resize(&mut self, width_chunks: Range<i32>, length_chunks: Range<i32>)

Sets new chunks ranges for each axis of the terrain. This function automatically adds new chunks if you’re increasing size of the terrain and removes existing if you shrink the terrain.

source

pub fn chunks_ref(&self) -> &[Chunk]

Returns a reference to chunks of the terrain.

source

pub fn chunks_mut(&mut self) -> &mut [Chunk]

Returns a mutable reference to chunks of the terrain.

source

pub fn set_decal_layer_index(&mut self, index: u8) -> u8

Sets new decal layer index. It defines which decals will be applies to the mesh, for example iff a decal has index == 0 and a mesh has index == 0, then decals will be applied. This allows you to apply decals only on needed surfaces.

source

pub fn decal_layer_index(&self) -> u8

Returns current decal index.

source

pub fn project( &self, p: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>> ) -> Option<Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>>

Projects given 3D point on the surface of terrain and returns 2D vector expressed in local 2D coordinate system of terrain.

source

pub fn for_each_height_map_pixel<F>(&mut self, func: F)
where F: FnMut(&mut f32, Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>),

Applies the given function to each pixel of the height map.

source

pub fn draw(&mut self, brush: &Brush)

Multi-functional drawing method. It uses given brush to modify terrain, see Brush docs for more info.

source

pub fn raycast<const DIM: usize>( &self, ray: Ray, results: &mut ArrayVec<TerrainRayCastResult, DIM>, sort_results: bool ) -> bool

Casts a ray and looks for intersections with the terrain. This method collects all results in given array with optional sorting by the time-of-impact.

§Performance

This method isn’t well optimized, it could be optimized 2-5x times. This is a TODO for now.

source

pub fn set_layers(&mut self, layers: Vec<Layer>) -> Vec<Layer>

Sets new terrain layers.

source

pub fn layers(&self) -> &[Layer]

Returns a reference to a slice with layers of the terrain.

source

pub fn layers_mut(&mut self) -> &mut [Layer]

Returns a mutable reference to a slice with layers of the terrain.

source

pub fn add_layer(&mut self, layer: Layer, masks: Vec<Resource<Texture>>)

Adds new layer to the chunk. It is possible to have different layer count per chunk in the same terrain, however it seems to not have practical usage, so try to keep equal layer count per each chunk in your terrains.

source

pub fn remove_layer( &mut self, layer_index: usize ) -> (Layer, Vec<Resource<Texture>>)

Removes a layer at the given index together with its respective blending masks from each chunk.

source

pub fn pop_layer(&mut self) -> Option<(Layer, Vec<Resource<Texture>>)>

Removes last terrain layer together with its respective blending masks from each chunk.

source

pub fn insert_layer( &mut self, layer: Layer, masks: Vec<Resource<Texture>>, index: usize )

Inserts the layer at the given index together with its blending masks for each chunk.

source

pub fn geometry(&self) -> &TerrainGeometry

Returns data for rendering (vertex and index buffers).

Methods from Deref<Target = Base>§

source

pub const NAME: &'static str = "name"

source

pub const LOCAL_TRANSFORM: &'static str = "local_transform"

source

pub const VISIBILITY: &'static str = "visibility"

source

pub const LIFETIME: &'static str = "lifetime"

source

pub const DEPTH_OFFSET: &'static str = "depth_offset"

source

pub const LOD_GROUP: &'static str = "lod_group"

source

pub const MOBILITY: &'static str = "mobility"

source

pub const TAG: &'static str = "tag"

source

pub const CAST_SHADOWS: &'static str = "cast_shadows"

source

pub const PROPERTIES: &'static str = "properties"

source

pub const FRUSTUM_CULLING: &'static str = "frustum_culling"

source

pub const IS_RESOURCE_INSTANCE_ROOT: &'static str = "is_resource_instance_root"

source

pub const RESOURCE: &'static str = "resource"

source

pub const SCRIPTS: &'static str = "scripts"

source

pub const ENABLED: &'static str = "enabled"

source

pub fn set_name<N>(&mut self, name: N)
where N: AsRef<str>,

Sets name of node. Can be useful to mark a node to be able to find it later on.

source

pub fn name(&self) -> &str

Returns name of node.

source

pub fn name_owned(&self) -> String

Returns owned name of node.

source

pub fn local_transform(&self) -> &Transform

Returns shared reference to local transform of a node, can be used to fetch some local spatial properties, such as position, rotation, scale, etc.

source

pub fn local_transform_mut(&mut self) -> &mut Transform

Returns mutable reference to local transform of a node, can be used to set some local spatial properties, such as position, rotation, scale, etc.

source

pub fn set_local_transform(&mut self, transform: Transform)

Sets new local transform of a node.

source

pub fn find_properties_ref<'a>( &'a self, name: &'a str ) -> impl Iterator<Item = &'a Property>

Tries to find properties by the name. The method returns an iterator because it possible to have multiple properties with the same name.

source

pub fn find_first_property_ref(&self, name: &str) -> Option<&Property>

Tries to find a first property with the given name.

source

pub fn set_properties(&mut self, properties: Vec<Property>) -> Vec<Property>

Sets a new set of properties of the node.

source

pub fn set_lifetime(&mut self, time_seconds: Option<f32>) -> &mut Base

Sets lifetime of node in seconds, lifetime is useful for temporary objects. Example - you firing a gun, it produces two particle systems for each shot: one for gunpowder fumes and one when bullet hits some surface. These particle systems won’t last very long - usually they will disappear in 1-2 seconds but nodes will still be in scene consuming precious CPU clocks. This is where lifetimes become handy - you just set appropriate lifetime for a particle system node and it will be removed from scene when time will end. This is efficient algorithm because scene holds every object in pool and allocation or deallocation of node takes very little amount of time.

source

pub fn lifetime(&self) -> Option<f32>

Returns current lifetime of a node. Will be None if node has undefined lifetime. For more info about lifetimes see set_lifetime.

source

pub fn parent(&self) -> Handle<Node>

Returns handle of parent node.

source

pub fn children(&self) -> &[Handle<Node>]

Returns slice of handles to children nodes. This can be used, for example, to traverse tree starting from some node.

source

pub fn global_transform( &self ) -> Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>

Returns global transform matrix, such matrix contains combined transformation of transforms of parent nodes. This is the final matrix that describes real location of object in the world.

source

pub fn inv_bind_pose_transform( &self ) -> Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>

Returns inverse of bind pose matrix. Bind pose matrix - is special matrix for bone nodes, it stores initial transform of bone node at the moment of “binding” vertices to bones.

source

pub fn is_resource_instance_root(&self) -> bool

Returns true if this node is model resource instance root node.

source

pub fn resource(&self) -> Option<Resource<Model>>

Returns resource from which this node was instantiated from.

source

pub fn set_visibility(&mut self, visibility: bool) -> bool

Sets local visibility of a node.

source

pub fn visibility(&self) -> bool

Returns local visibility of a node.

source

pub fn local_bounding_box(&self) -> AxisAlignedBoundingBox

Returns current local-space bounding box. Keep in mind that this value is just a placeholder, because there is not information to calculate actual bounding box.

source

pub fn world_bounding_box(&self) -> AxisAlignedBoundingBox

Returns current world-space bounding box.

source

pub fn set_mobility(&mut self, mobility: Mobility) -> Mobility

Set new mobility for the node. See Mobility docs for more info.

source

pub fn mobility(&self) -> Mobility

Return current mobility of the node.

source

pub fn global_visibility(&self) -> bool

Returns combined visibility of an node. This is the final visibility of a node. Global visibility calculated using visibility of all parent nodes until root one, so if some parent node upper on tree is invisible then all its children will be invisible. It defines if object will be rendered. It is not the same as real visibility from point of view of a camera. Use frustum-box intersection test instead.

source

pub fn original_handle_in_resource(&self) -> Handle<Node>

Handle to node in scene of model resource from which this node was instantiated from.

§Notes

This handle is extensively used to fetch information about the state of node in the resource to sync properties of instance with its original in the resource.

source

pub fn global_position( &self ) -> Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Returns position of the node in absolute coordinates.

source

pub fn look_vector( &self ) -> Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Returns “look” vector of global transform basis, in most cases return vector will be non-normalized.

source

pub fn side_vector( &self ) -> Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Returns “side” vector of global transform basis, in most cases return vector will be non-normalized.

source

pub fn up_vector( &self ) -> Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>

Returns “up” vector of global transform basis, in most cases return vector will be non-normalized.

source

pub fn set_depth_offset_factor(&mut self, factor: f32) -> f32

Sets depth range offset factor. It allows you to move depth range by given value. This can be used to draw weapons on top of other stuff in scene.

§Details

This value is used to modify projection matrix before render node. Element m[4][3] of projection matrix usually set to -1 to which makes w coordinate of in homogeneous space to be -z_fragment for further perspective divide. We can abuse this to shift z of fragment by some value.

source

pub fn depth_offset_factor(&self) -> f32

Returns depth offset factor.

source

pub fn set_lod_group(&mut self, lod_group: Option<LodGroup>) -> Option<LodGroup>

Sets new lod group.

source

pub fn take_lod_group(&mut self) -> Option<LodGroup>

Extracts lod group, leaving None in the node.

source

pub fn lod_group(&self) -> Option<&LodGroup>

Returns shared reference to current lod group.

source

pub fn lod_group_mut(&mut self) -> Option<&mut LodGroup>

Returns mutable reference to current lod group.

source

pub fn tag(&self) -> &str

Returns node tag.

source

pub fn tag_owned(&self) -> String

Returns a copy of node tag.

source

pub fn set_tag(&mut self, tag: String) -> String

Sets new tag.

source

pub fn frustum_culling(&self) -> bool

Return the frustum_culling flag

source

pub fn set_frustum_culling(&mut self, frustum_culling: bool) -> bool

Sets whether to use frustum culling or not

source

pub fn cast_shadows(&self) -> bool

Returns true if the node should cast shadows, false - otherwise.

source

pub fn set_cast_shadows(&mut self, cast_shadows: bool) -> bool

Sets whether the mesh should cast shadows or not.

source

pub fn instance_id(&self) -> SceneNodeId

Returns current instance id.

source

pub fn remove_script(&mut self, index: usize)

Removes a script with the given index from the scene node. The script will be destroyed in either the current update tick (if it was removed from some other script) or in the next update tick of the parent graph.

source

pub fn remove_all_scripts(&mut self)

Removes all assigned scripts from the scene node. The scripts will be removed from first-to-last order an their actual destruction will happen either on the current update tick of the parent graph (if it was removed from some other script) or in the next update tick.

source

pub fn replace_script(&mut self, index: usize, script: Option<Script>)

Sets a new script for the scene node by index. Previous script will be removed (see Self::remove_script docs for more info).

source

pub fn add_script<T>(&mut self, script: T)
where T: ScriptTrait,

Adds a new script to the scene node. The new script will be initialized either in the current update tick (if the script was added in one of the ScriptTrait methods) or on the next update tick.

source

pub fn has_script<T>(&self) -> bool
where T: ScriptTrait,

Checks if the node has a script of a particular type. Returns false if there is no such script.

source

pub fn has_scripts_assigned(&self) -> bool

Checks if the node has any scripts assigned.

source

pub fn try_get_script<T>(&self) -> Option<&T>
where T: ScriptTrait,

Tries to find a first script of the given type T, returns None if there’s no such script.

source

pub fn try_get_scripts<T>(&self) -> impl Iterator<Item = &T>
where T: ScriptTrait,

Returns an iterator that yields references to the scripts of the given type T.

source

pub fn try_get_script_mut<T>(&mut self) -> Option<&mut T>
where T: ScriptTrait,

Tries to find a first script of the given type T, returns None if there’s no such script.

source

pub fn try_get_scripts_mut<T>(&mut self) -> impl Iterator<Item = &mut T>
where T: ScriptTrait,

Returns an iterator that yields references to the scripts of the given type T.

source

pub fn try_get_script_component<C>(&self) -> Option<&C>
where C: Any,

Tries find a component of the given type C across all available scripts of the node. If you want to search a component C in a particular script, then use Self::try_get_script and then search for component in it.

source

pub fn try_get_script_component_mut<C>(&mut self) -> Option<&mut C>
where C: Any,

Tries find a component of the given type C across all available scripts of the node. If you want to search a component C in a particular script, then use Self::try_get_script and then search for component in it.

source

pub fn script_count(&self) -> usize

Returns total count of scripts assigned to the node.

source

pub fn script(&self, index: usize) -> Option<&Script>

Returns a shared reference to a script instance with the given index. This method will return None if the index is out of bounds or the script is temporarily not available. This could happen if this method was called from some method of a ScriptTrait. It happens because of borrowing rules - you cannot take another reference to a script that is already mutably borrowed.

source

pub fn scripts(&self) -> impl Iterator<Item = &Script>

Returns an iterator that yields all assigned scripts.

source

pub fn script_mut(&mut self, index: usize) -> Option<&mut Script>

Returns a mutable reference to a script instance with the given index. This method will return None if the index is out of bounds or the script is temporarily not available. This could happen if this method was called from some method of a ScriptTrait. It happens because of borrowing rules - you cannot take another reference to a script that is already mutably borrowed.

§Important notes

Do not replace script instance using mutable reference given to you by this method. This will prevent correct script de-initialization! Use Self::replace_script if you need to replace the script.

source

pub fn scripts_mut(&mut self) -> impl Iterator<Item = &mut Script>

Returns an iterator that yields all assigned scripts.

source

pub fn set_enabled(&mut self, enabled: bool)

Enables or disables scene node. Disabled scene nodes won’t be updated (including scripts) or rendered.

§Important notes

Enabled/disabled state will affect children nodes. It means that if you have a node with children nodes, and you disable the node, all children nodes will be disabled too even if their Self::is_enabled method returns true.

source

pub fn is_enabled(&self) -> bool

Returns true if the node is enabled, false - otherwise. The return value does not include the state of parent nodes. It should be considered as “local” enabled flag. To get actual enabled state, that includes the state of parent nodes, use Self::is_globally_enabled method.

source

pub fn is_globally_enabled(&self) -> bool

Returns true if the node and every parent up in hierarchy is enabled, false - otherwise. This method returns “true” enabled flag. Its value could be different from the value returned by Self::is_enabled.

source

pub fn root_resource(&self) -> Option<Resource<Model>>

Returns a root resource of the scene node. This method crawls up on dependency tree until it finds that the ancestor node does not have any dependencies and returns this resource as the root resource. For example, in case of simple scene node instance, this method will return the resource from which the node was instantiated from. In case of 2 or more levels of dependency, it will always return the “top” dependency in the dependency graph.

Trait Implementations§

source§

impl Clone for Terrain

source§

fn clone(&self) -> Terrain

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for Terrain

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
source§

impl Default for Terrain

source§

fn default() -> Terrain

Returns the “default value” for a type. Read more
source§

impl Deref for Terrain

§

type Target = Base

The resulting type after dereferencing.
source§

fn deref(&self) -> &<Terrain as Deref>::Target

Dereferences the value.
source§

impl DerefMut for Terrain

source§

fn deref_mut(&mut self) -> &mut <Terrain as Deref>::Target

Mutably dereferences the value.
source§

impl NodeTrait for Terrain

source§

fn local_bounding_box(&self) -> AxisAlignedBoundingBox

Returns pre-cached bounding axis-aligned bounding box of the terrain. Keep in mind that if you’re modified terrain, bounding box will be recalculated and it is not fast.

source§

fn world_bounding_box(&self) -> AxisAlignedBoundingBox

Returns current world-space bounding box.

source§

fn query_component_ref(&self, type_id: TypeId) -> Option<&(dyn Any + 'static)>

Allows a node to provide access to inner components.
source§

fn query_component_mut( &mut self, type_id: TypeId ) -> Option<&mut (dyn Any + 'static)>

Allows a node to provide access to inner components.
source§

fn id(&self) -> Uuid

Returns actual type id. It will be used for serialization, the type will be saved together with node’s data allowing you to create correct node instance on deserialization.
source§

fn collect_render_data(&self, ctx: &mut RenderContext<'_>) -> RdcControlFlow

Allows the node to emit a set of render data. This is a high-level rendering method which can only do culling and provide render data. Render data is just a surface (vertex + index buffers) and a material.
source§

fn debug_draw(&self, ctx: &mut SceneDrawingContext)

Allows the node to draw simple shapes to visualize internal data structures for debugging purposes.
source§

fn on_removed_from_graph(&mut self, graph: &mut Graph)

Gives an opportunity to perform clean up after the node was extracted from the scene graph (or deleted).
The method is called when the node was detached from its parent node.
source§

fn sync_native( &self, self_handle: Handle<Node>, context: &mut SyncContext<'_, '_> )

Synchronizes internal state of the node with components of scene graph. It has limited usage and mostly allows you to sync the state of backing entity with the state of the node. For example the engine use it to sync native rigid body properties after some property was changed in the crate::scene::rigidbody::RigidBody node.
source§

fn sync_transform( &self, new_global_transform: &Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>, _context: &mut SyncContext<'_, '_> )

Called when node’s global transform changes.
source§

fn is_alive(&self) -> bool

The methods is used to manage lifetime of scene nodes, depending on their internal logic.
source§

fn update(&mut self, context: &mut UpdateContext<'_>)

Updates internal state of the node.
source§

fn validate(&self, scene: &Scene) -> Result<(), String>

Validates internal state of a scene node. It can check handles validity, if a handle “points” to a node of particular type, if node’s parameters are in range, etc. It’s main usage is to provide centralized diagnostics for scene graph.
source§

impl Reflect for Terrain

source§

fn source_path() -> &'static str

source§

fn type_name(&self) -> &'static str

source§

fn doc(&self) -> &'static str

source§

fn assembly_name(&self) -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
source§

fn type_assembly_name() -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
source§

fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))

source§

fn into_any(self: Box<Terrain>) -> Box<dyn Any>

source§

fn set( &mut self, value: Box<dyn Reflect> ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>

source§

fn set_field( &mut self, name: &str, value: Box<dyn Reflect>, func: &mut dyn FnMut(Result<Box<dyn Reflect>, Box<dyn Reflect>>) )

Calls user method specified with #[reflect(setter = ..)] or falls back to Reflect::field_mut
source§

fn as_any(&self, func: &mut dyn FnMut(&(dyn Any + 'static)))

source§

fn as_any_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Any + 'static)))

source§

fn as_reflect(&self, func: &mut dyn FnMut(&(dyn Reflect + 'static)))

source§

fn as_reflect_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Reflect + 'static)))

source§

fn fields(&self, func: &mut dyn FnMut(&[&(dyn Reflect + 'static)]))

source§

fn fields_mut( &mut self, func: &mut dyn FnMut(&mut [&mut (dyn Reflect + 'static)]) )

source§

fn field( &self, name: &str, func: &mut dyn FnMut(Option<&(dyn Reflect + 'static)>) )

source§

fn field_mut( &mut self, name: &str, func: &mut dyn FnMut(Option<&mut (dyn Reflect + 'static)>) )

source§

fn as_array(&self, func: &mut dyn FnMut(Option<&(dyn ReflectArray + 'static)>))

source§

fn as_array_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectArray + 'static)>) )

source§

fn as_list(&self, func: &mut dyn FnMut(Option<&(dyn ReflectList + 'static)>))

source§

fn as_list_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectList + 'static)>) )

source§

fn as_inheritable_variable( &self, func: &mut dyn FnMut(Option<&(dyn ReflectInheritableVariable + 'static)>) )

source§

fn as_inheritable_variable_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectInheritableVariable + 'static)>) )

source§

fn as_hash_map( &self, func: &mut dyn FnMut(Option<&(dyn ReflectHashMap + 'static)>) )

source§

fn as_hash_map_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHashMap + 'static)>) )

source§

impl TypeUuidProvider for Terrain

source§

fn type_uuid() -> Uuid

Return type UUID.
source§

impl Visit for Terrain

source§

fn visit(&mut self, name: &str, visitor: &mut Visitor) -> Result<(), VisitError>

Read or write this value, depending on whether Visitor::is_reading() is true or false. Read more

Auto Trait Implementations§

§

impl !Freeze for Terrain

§

impl !RefUnwindSafe for Terrain

§

impl Send for Terrain

§

impl !Sync for Terrain

§

impl Unpin for Terrain

§

impl !UnwindSafe for Terrain

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> AsyncTaskResult for T
where T: Any + Send + 'static,

source§

fn into_any(self: Box<T>) -> Box<dyn Any>

source§

impl<T> BaseNodeTrait for T
where T: Clone + NodeTrait + 'static,

source§

fn clone_box(&self) -> Node

This method creates raw copy of a node, it should never be called in normal circumstances because internally nodes may (and most likely will) contain handles to other nodes. To correctly clone a node you have to use copy_node.
source§

fn as_any_ref(&self) -> &(dyn Any + 'static)

Casts self as Any
source§

fn as_any_ref_mut(&mut self) -> &mut (dyn Any + 'static)

Casts self as Any
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> Downcast for T
where T: Any,

source§

fn into_any(self: Box<T>) -> Box<dyn Any>

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.
source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
source§

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.
source§

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.
source§

impl<T> FieldValue for T
where T: 'static,

source§

fn as_any(&self) -> &(dyn Any + 'static)

Casts self to a &dyn Any
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<R> GetField for R
where R: Reflect,

source§

fn get_field<T>(&self, name: &str, func: &mut dyn FnMut(Option<&T>))
where T: 'static,

source§

fn get_field_mut<T>(&mut self, name: &str, func: &mut dyn FnMut(Option<&mut T>))
where T: 'static,

source§

impl<T> Instrument for T

source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

impl<T> Pointable for T

source§

const ALIGN: usize = _

The alignment of pointer.
§

type Init = T

The type for initializers.
source§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
source§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
source§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
source§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
source§

impl<T> ReflectBase for T
where T: Reflect,

source§

fn as_any_raw(&self) -> &(dyn Any + 'static)

source§

fn as_any_raw_mut(&mut self) -> &mut (dyn Any + 'static)

source§

impl<T> ResolvePath for T
where T: Reflect,

source§

fn resolve_path<'p>( &self, path: &'p str, func: &mut dyn FnMut(Result<&(dyn Reflect + 'static), ReflectPathError<'p>>) )

source§

fn resolve_path_mut<'p>( &mut self, path: &'p str, func: &mut dyn FnMut(Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>) )

source§

fn get_resolve_path<'p, T>( &self, path: &'p str, func: &mut dyn FnMut(Result<&T, ReflectPathError<'p>>) )
where T: Reflect,

source§

fn get_resolve_path_mut<'p, T>( &mut self, path: &'p str, func: &mut dyn FnMut(Result<&mut T, ReflectPathError<'p>>) )
where T: Reflect,

source§

impl<T> Same for T

§

type Output = T

Should always be Self
source§

impl<T> ScriptMessagePayload for T
where T: 'static + Send + Debug,

source§

fn as_any_ref(&self) -> &(dyn Any + 'static)

Returns self as &dyn Any
source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns self as &dyn Any
source§

impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

source§

fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
source§

fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
source§

fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
source§

fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

source§

fn vzip(self) -> V

source§

impl<T> Value for T
where T: Reflect + Clone + Debug + Send,

source§

fn clone_box(&self) -> Box<dyn Value>

source§

fn into_box_reflect(self: Box<T>) -> Box<dyn Reflect>

source§

impl<T> WithSubscriber for T

source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

impl<T> CollectionItem for T
where T: Clone + Reflect + Debug + Default + TypeUuidProvider + Send + 'static,

source§

impl<T> InspectableEnum for T
where T: Debug + Reflect + Clone + TypeUuidProvider + Send + 'static,

source§

impl<T> SpriteSheetTexture for T
where T: Clone + Visit + Reflect + 'static,