pub struct DualAxisData { /* private fields */ }
Expand description

A wrapped Vec2 that represents the combaination of two input axes.

The neutral origin is always at 0, 0. When working with gamepad axes, both x and y values are bounded by [-1.0, 1.0]. For other input axes (such as mousewheel data), this may not be true!

This struct should store the processed form of your raw inputs in a device-agnostic fashion. Any deadzone correction, rescaling or drift-correction should be done at an earlier level.

Implementations

Creates a new [AxisPair] from the provided (x,y) coordinates

Creates a new [AxisPair] directly from a Vec2

Merge the state of this [AxisPair] with another.

This is useful if you have multiple sticks bound to the same game action, and you want to get their combined position.

Warning

This method can result in values with a greater maximum magnitude than expected! Use [AxisPair::clamp_length] to limit the resulting direction.

The value along the x-axis, typically ranging from -1 to 1

The value along the y-axis, typically ranging from -1 to 1

The (x, y) values, each typically ranging from -1 to 1

The Direction that this axis is pointing towards, if any

If the axis is neutral (x,y) = (0,0), a (0, 0) None will be returned

The Rotation (measured clockwise from midnight) that this axis is pointing towards, if any

If the axis is neutral (x,y) = (0,0), this will be None

How far from the origin is this axis’s position?

Typically bounded by 0 and 1.

If you only need to compare relative magnitudes, use magnitude_squared instead for faster computation.

The square of the axis’ magnitude

Typically bounded by 0 and 1.

This is faster than magnitude, as it avoids a square root, but will generally have less natural behavior.

Clamps the magnitude of the axis

Trait Implementations

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This method tests for !=.

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Auto Trait Implementations

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