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)
sourcefn rotation_direction(&self, target: Self) -> RotationDirection
fn rotation_direction(&self, target: Self) -> RotationDirection
sourcefn rotate_towards(
&mut self,
target_orientation: Self,
max_rotation: Option<Rotation>
)
fn rotate_towards(
&mut self,
target_orientation: Self,
max_rotation: Option<Rotation>
)
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 Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
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
fn as_bind_group_shader_type(
&self,
_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist. Read moresourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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T: Default,
fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self using data from the given [World]