Struct leafwing_input_manager::orientation::Direction
source · [−]pub struct Direction { /* private fields */ }
Expand description
A 2D unit vector that represents a direction
Its magnitude is always 1.0
.
Example
use leafwing_input_manager::orientation::Direction;
use bevy::math::Vec2;
assert_eq!(Direction::NORTH.unit_vector(), Vec2::new(0.0, 1.0));
assert_eq!(Direction::try_from(Vec2::ONE), Ok(Direction::NORTHEAST));
assert_eq!(Direction::SOUTH * 3.0, Vec2::new(0.0, -3.0));
assert_eq!(Direction::EAST / 2.0, Vec2::new(0.5, 0.0));
Implementations
sourceimpl Direction
impl Direction
Trait Implementations
sourceimpl Default for Direction
impl Default for Direction
sourcefn default() -> Direction
fn default() -> Direction
Direction::EAST
is the default direction,
as it is consistent with the default [Rotation
]
sourceimpl Orientation for Direction
impl Orientation for Direction
sourcefn assert_approx_eq(self, other: impl Orientation)
fn assert_approx_eq(self, other: impl Orientation)
Asserts that self
is approximately equal to other
Read more
sourcefn rotation_direction(&self, target: Self) -> RotationDirection
fn rotation_direction(&self, target: Self) -> RotationDirection
Which RotationDirection
is the shortest to rotate towards to reach target
? Read more
sourcefn rotate_towards(
&mut self,
target_orientation: Self,
max_rotation: Option<Rotation>
)
fn rotate_towards(
&mut self,
target_orientation: Self,
max_rotation: Option<Rotation>
)
Rotates self
towards target_orientation
by up to max_rotation
Read more
sourceimpl TryFrom<Vec2> for Direction
impl TryFrom<Vec2> for Direction
type Error = NearlySingularConversion
type Error = NearlySingularConversion
The type returned in the event of a conversion error.
impl Copy for Direction
impl StructuralPartialEq for Direction
Auto Trait Implementations
impl RefUnwindSafe for Direction
impl Send for Direction
impl Sync for Direction
impl Unpin for Direction
impl UnwindSafe for Direction
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for T where
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for T where
U: ShaderType,
&'a T: for<'a> Into<U>,
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
Return the T
[ShaderType
] for self
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sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
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impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
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fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait
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impl<T> FromWorld for T where
T: Default,
impl<T> FromWorld for T where
T: Default,
fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using data from the given [World]
sourceimpl<T> Instrument for T
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sourceimpl<T> WithSubscriber for T
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