#[repr(C)]pub struct UVec2 {
pub x: u32,
pub y: u32,
}Expand description
A 2-dimensional vector.
Fields§
§x: u32§y: u32Implementations§
Source§impl UVec2
impl UVec2
Sourcepub const fn new(x: u32, y: u32) -> UVec2
pub const fn new(x: u32, y: u32) -> UVec2
Creates a new vector.
Examples found in repository?
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905fn ground_cell(col: i32, row: i32) -> Frame {
906 let (column, sheet_row) = match col - PATH_COLUMN {
907 0 => (PATH_DIRT + row.rem_euclid(2) as u32, PATH_ROW),
908 -1 => (PATH_WEST_VERGE, PATH_ROW),
909 1 => (PATH_EAST_VERGE, PATH_ROW),
910 _ => (
911 (col * 31 + row * 17).rem_euclid(GROUND_COLUMNS as i32) as u32,
912 GRASS_ROW,
913 ),
914 };
915
916 Sheet::new(UVec2::new(GROUND_COLUMNS, GROUND_ROWS)).cell_at(UVec2::new(column, sheet_row))
917}
918
919/// The stone sheet's plain masonry, laid `tiles` times across: the sampler
920/// wraps, so a window wider than the sheet repeats the course.
921fn masonry(tiles: f32) -> Frame {
922 let course = 1.0 / STONE_ROWS as f32;
923
924 Frame::rect(Vec2::new(0.0, 1.0 - course), Vec2::new(tiles, 1.0))
925}
926
927/// The wall or door's alpha `fraction` of the way from [`SOLID`] to
928/// [`GHOST_ALPHA`].
929fn ghost_alpha(fraction: f32) -> f32 {
930 SOLID + (GHOST_ALPHA - SOLID) * fraction
931}
932
933/// The wall face in column `variant`, windowed to the meters `standing` of
934/// one course, measured up from that course's own base: every row of the
935/// cave sheet below the floor's covers [`WALL_HEIGHT`], so a course keeps
936/// the floor's texels to the meter however it is cut.
937fn cave_wall_face(variant: u32, standing: Range<f32>) -> Frame {
938 let cell = Vec2::new(1.0 / CAVE_COLUMNS as f32, 1.0 / CAVE_ROWS as f32);
939 let left = (variant % CAVE_COLUMNS) as f32 * cell.x;
940 let face = (CAVE_FLOOR_ROW + 1) as f32 * cell.y;
941 let up_from_base = |height: f32| 1.0 - (1.0 - face) * (height / WALL_HEIGHT);
942
943 Frame::rect(
944 Vec2::new(left, up_from_base(standing.end)),
945 Vec2::new(left + cell.x, up_from_base(standing.start)),
946 )
947}
948
949/// The logical point egui paints the physical pixel `pixel` at.
950fn logical(pixel: Vec2, pixels_per_point: f32) -> egui::Pos2 {
951 let point = pixel / pixels_per_point;
952 egui::pos2(point.x, point.y)
953}
954
955fn main() {
956 run(
957 Config::new("Mirage: sprite adventure")
958 .with_size(1280, 720)
959 .with_assets([
960 MODEL,
961 WALKER_SOURCE,
962 WALKER_RELIEF_SOURCE,
963 GROUND_SOURCE,
964 BUSH_SOURCE,
965 BUSH_RELIEF_SOURCE,
966 ROCK_SOURCE,
967 ROCK_RELIEF_SOURCE,
968 TORCH_RELIEF_SOURCE,
969 CRATE_SOURCE,
970 WELL_SOURCE,
971 STONE_SOURCE,
972 CAVE_SOURCE,
973 POND_SOURCE,
974 TORCH_SOURCE,
975 FLAME_SOURCE,
976 INTERACT_SOUND,
977 GEM_SOUND,
978 ]),
979 Keep::init,
980 );
981}
982
983struct Keep {
984 area: Area,
985 position: Vec3,
986 previous: Vec3,
987 facing: Facing,
988 walk_ticks: u32,
989 simulated: Duration,
990 door_opening: bool,
991 /// Ticks the door has been opening for, at a cap of
992 /// [`DOOR_SWING_TICKS`]: how long its world prompt reads "opening" once
993 /// it starts.
994 swing_ticks: u32,
995 gem_taken: bool,
996 /// How far the door wall's fade from [`SOLID`] to [`GHOST_ALPHA`] has
997 /// run as of the last tick: `0.0` to `1.0`.
998 ghost: f32,
999 /// Set by the panel's reset button, since its click lands in a frame
1000 /// rather than a tick; read and cleared on the next tick.
1001 reset_requested: bool,
1002}
1003
1004impl Keep {
1005 /// Prepares every startup-cataloged mesh and resumes wherever the last
1006 /// run left the player.
1007 fn init(ctx: &mut InitContext<'_, Keep>) -> Result<Self, Error> {
1008 let startup = ctx.startup();
1009 let gem_taken = startup.saved(Flag::GemTaken);
1010 let area = if startup.saved(Flag::InCave) {
1011 Area::Cave
1012 } else {
1013 Area::Overworld
1014 };
1015 let position = Vec3::new(
1016 startup.saved(Position::X) as f32,
1017 0.0,
1018 startup.saved(Position::Z) as f32,
1019 );
1020
1021 Ok(Self {
1022 area,
1023 position,
1024 previous: position,
1025 facing: Facing::Toward,
1026 walk_ticks: 0,
1027 simulated: Duration::ZERO,
1028 door_opening: gem_taken,
1029 swing_ticks: if gem_taken { DOOR_SWING_TICKS } else { 0 },
1030 gem_taken,
1031 ghost: 0.0,
1032 reset_requested: false,
1033 })
1034 }
1035
1036 fn camera(position: Vec3, offset: Vec3) -> Camera {
1037 Camera::new(
1038 View::look_at(position + offset, position),
1039 Projection::perspective(CAMERA_FOV),
1040 )
1041 }
1042
1043 /// Obstacles from the overworld's props: the crates, turned as they are
1044 /// drawn, the well's rim, the open water the shoreline rings, the
1045 /// mouth's pillars, and each flora's base.
1046 fn overworld_obstacles() -> impl Iterator<Item = Obstacle> + Clone {
1047 CRATE_POSITIONS
1048 .into_iter()
1049 .map(|(x, z, turn)| {
1050 Obstacle::footprint(Vec2::new(x, z), Vec2::splat(CRATE_SIZE * turned_span(turn)))
1051 })
1052 .chain([
1053 Obstacle::footprint(WELL_POSITION.xz(), WELL_SIZE.xz()),
1054 Obstacle::footprint(POND_CENTER.xz(), Vec2::splat(POND_WATER_HALF * 2.0)),
1055 ])
1056 .chain(
1057 ENTRANCE
1058 .pillars()
1059 .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1060 )
1061 .chain(FLORA.into_iter().map(|(x, z, rock)| {
1062 let base = if rock { ROCK_FOOTPRINT } else { BUSH_FOOTPRINT };
1063 Obstacle::footprint(Vec2::new(x, z), Vec2::splat(base))
1064 }))
1065 }
1066
1067 /// Obstacles from the cave: the torch posts, its own mouth's pillars,
1068 /// the runs of wall either side of the doorway and of the mouth, and the
1069 /// `door` leaf.
1070 fn cave_obstacles(door: Obstacle) -> impl Iterator<Item = Obstacle> + Clone {
1071 TORCH_POSITIONS
1072 .into_iter()
1073 .map(|(x, z)| Obstacle::footprint(Vec2::new(x, z), Vec2::splat(TORCH_STAND_WIDTH)))
1074 .chain(
1075 EXIT.pillars()
1076 .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1077 )
1078 .chain(SIDES.into_iter().flat_map(|side| {
1079 [
1080 Self::wall_run(side, DOOR_Z),
1081 Self::wall_run(side, CAVE_LIP_Z),
1082 ]
1083 }))
1084 .chain([door])
1085 }
1086
1087 /// One of the two runs of wall either side of a one-tile opening on the
1088 /// room's axis, at `z`.
1089 fn wall_run(side: f32, z: f32) -> Obstacle {
1090 Obstacle::footprint(
1091 Vec2::new(side * (DOORWAY_HALF + DOOR_WALL_END) * 0.5, z),
1092 Vec2::new(DOOR_WALL_END - DOORWAY_HALF, TILE_SIZE),
1093 )
1094 }
1095
1096 /// Obstacle from the door leaf's own footprint: the box over its four
1097 /// corners, swung back against the wall once the door is opened.
1098 fn door_obstacle(&self) -> Obstacle {
1099 let hinge = DOOR_HINGE.xz();
1100 let across = DOOR_THICKNESS * 0.5;
1101 let corner = |along: f32, aside: f32| {
1102 let (x, z) = if self.door_opening {
1103 (aside, -along)
1104 } else {
1105 (along, aside)
1106 };
1107 hinge + Vec3::new(x, 0.0, z).xz()
1108 };
1109
1110 Obstacle::over([
1111 corner(0.0, -across),
1112 corner(0.0, across),
1113 corner(DOOR_WIDTH, -across),
1114 corner(DOOR_WIDTH, across),
1115 ])
1116 }
1117
1118 /// Pushes the player out of every obstacle their circle has walked into,
1119 /// over as many passes as it takes for one to leave them where the last
1120 /// one did — overlapping obstacles need more than one.
1121 fn push_out_of(&mut self, obstacles: impl Iterator<Item = Obstacle> + Clone) {
1122 /// Passes an overlap is given to settle before the frame takes what
1123 /// it has; ones this game builds settle in two.
1124 const PASSES: u32 = 4;
1125
1126 let mut standing = self.position.xz();
1127 for _ in 0..PASSES {
1128 let settled = obstacles.clone().fold(standing, |point, obstacle| {
1129 obstacle.push_out(point, PLAYER_RADIUS)
1130 });
1131 if settled == standing {
1132 break;
1133 }
1134 standing = settled;
1135 }
1136
1137 self.position.x = standing.x;
1138 self.position.z = standing.y;
1139 }
1140
1141 fn tick_overworld(&mut self, ctx: &mut TickContext<'_, Keep>) {
1142 self.push_out_of(Self::overworld_obstacles());
1143 self.position.x = self.position.x.clamp(-CLEARING_HALF, CLEARING_HALF);
1144 self.position.z = self.position.z.clamp(-CLEARING_HALF, CLEARING_HALF);
1145
1146 if ENTRANCE.holds(self.position) {
1147 if ENTRANCE.holds(self.previous) {
1148 self.position.z = self.previous.z;
1149 } else {
1150 self.enter_cave(ctx);
1151 }
1152 }
1153 }
1154
1155 fn tick_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1156 self.push_out_of(Self::cave_obstacles(self.door_obstacle()));
1157 self.position.x = self.position.x.clamp(-CAVE_HALF_WIDTH, CAVE_HALF_WIDTH);
1158 self.position.z = self.position.z.clamp(CAVE_WALK_FAR_Z, CAVE_WALK_NEAR_Z);
1159
1160 let target = if self.position.z < DOOR_WALL_NEAR_Z {
1161 1.0
1162 } else {
1163 0.0
1164 };
1165 let step = 1.0 / GHOST_RAMP_TICKS as f32;
1166 self.ghost += (target - self.ghost).clamp(-step, step);
1167
1168 if !self.door_opening
1169 && ctx.pressed(Button::Interact)
1170 && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS
1171 {
1172 self.door_opening = true;
1173 self.swing_ticks = 0;
1174 ctx.play(Sound::Interact);
1175 }
1176 if self.door_opening && self.swing_ticks < DOOR_SWING_TICKS {
1177 self.swing_ticks += 1;
1178 }
1179
1180 if !self.gem_taken && self.position.distance(GEM_POSITION) < PICKUP_RADIUS {
1181 self.gem_taken = true;
1182 ctx.play(Sound::Gem);
1183 ctx.save(Flag::GemTaken, true);
1184 ctx.save(Position::X, self.position.x as f64);
1185 ctx.save(Position::Z, self.position.z as f64);
1186 }
1187
1188 if EXIT.holds(self.position) {
1189 if EXIT.holds(self.previous) {
1190 self.position.z = self.previous.z;
1191 } else {
1192 self.exit_cave(ctx);
1193 }
1194 }
1195 }
1196
1197 /// Puts the player back at [`PLAYER_SPAWN`] with the cave and the gem
1198 /// returned to their saved fallbacks, all in this tick: a reset saves
1199 /// every key's own fallback, since there is nothing to clear it to.
1200 fn reset(&mut self, ctx: &mut TickContext<'_, Keep>) {
1201 ctx.save(Position::X, Position::X.fallback());
1202 ctx.save(Position::Z, Position::Z.fallback());
1203 ctx.save(Flag::InCave, Flag::InCave.fallback());
1204 ctx.save(Flag::GemTaken, Flag::GemTaken.fallback());
1205
1206 self.area = Area::Overworld;
1207 self.position = PLAYER_SPAWN;
1208 self.previous = PLAYER_SPAWN;
1209 self.gem_taken = false;
1210 self.door_opening = false;
1211 self.swing_ticks = 0;
1212 self.ghost = 0.0;
1213 }
1214
1215 /// Steps into the cave at [`CAVE_SPAWN`], saving the transition.
1216 fn enter_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1217 self.area = Area::Cave;
1218 self.position = CAVE_SPAWN;
1219 self.previous = CAVE_SPAWN;
1220 ctx.save(Flag::InCave, true);
1221 ctx.save(Position::X, CAVE_SPAWN.x as f64);
1222 ctx.save(Position::Z, CAVE_SPAWN.z as f64);
1223 }
1224
1225 /// Steps back out to the mouth at [`RETURN_SPAWN`], saving the
1226 /// transition.
1227 fn exit_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1228 self.area = Area::Overworld;
1229 self.position = RETURN_SPAWN;
1230 self.previous = RETURN_SPAWN;
1231 ctx.save(Flag::InCave, false);
1232 ctx.save(Position::X, RETURN_SPAWN.x as f64);
1233 ctx.save(Position::Z, RETURN_SPAWN.z as f64);
1234 }
1235
1236 fn draw_ground(&self, ctx: &mut FrameContext<'_, Keep>) {
1237 for col in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1238 for row in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1239 ctx.draw(
1240 Ground
1241 .at(Vec3::new(
1242 col as f32 * TILE_SIZE,
1243 0.0,
1244 row as f32 * TILE_SIZE,
1245 ))
1246 .frame(ground_cell(col, row)),
1247 );
1248 }
1249 }
1250 }
1251
1252 /// Two staggered rows of bushes around the clearing, open where the path
1253 /// leaves it, drawn between the camera and the ground's edge. The rows
1254 /// running along `Z` skip their two ends, which the rows running along
1255 /// `X` already cover.
1256 fn draw_hedgerow(&self, ctx: &mut FrameContext<'_, Keep>) {
1257 for (row, half) in [HEDGE_INNER_HALF, HEDGE_OUTER_HALF].into_iter().enumerate() {
1258 let row = row as i32;
1259 // The inner row covers both corners; the outer one is half a
1260 // span in from each, backing the gaps the inner row leaves.
1261 let spans = ((2.0 * half / HEDGE_STEP).round() as i32).max(1);
1262 let span = 2.0 * half / spans as f32;
1263 let steps = spans - row;
1264 for step in 0..=steps {
1265 let along = -half + (step as f32 + 0.5 * row as f32) * span;
1266 let scale = if (step + row) % 2 == 0 { 1.0 } else { 0.8 };
1267 let (width, height) = (BUSH_WIDTH * scale, BUSH_HEIGHT * scale);
1268 // The path leaves through the rows running along `X`, so only
1269 // those two open around it.
1270 let gated = along.abs() < HEDGE_GATE_HALF;
1271 let corner = step == 0 || step == steps;
1272 let places = [
1273 (along, -half, gated),
1274 (along, half, gated),
1275 (-half, along, corner),
1276 (half, along, corner),
1277 ];
1278 for (x, z, skip) in places {
1279 if skip {
1280 continue;
1281 }
1282 ctx.draw(
1283 Bush.at(Transform::from_scale_rotation_translation(
1284 Vec3::new(width, height, width),
1285 Quat::IDENTITY,
1286 Vec3::new(x, height * 0.5, z),
1287 ))
1288 .upright(),
1289 );
1290 }
1291 }
1292 }
1293 }
1294
1295 /// The pond: a square of styled water, and the shoreline sprite laid over
1296 /// it, which rings the open middle and hides the water's own edges.
1297 fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298 ctx.draw(
1299 Plane
1300 .at(Transform::from_scale_rotation_translation(
1301 Vec3::splat(POND_WATER_HALF * 2.0),
1302 Quat::IDENTITY,
1303 POND_CENTER,
1304 ))
1305 .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306 .surface_style::<Water>(),
1307 );
1308 ctx.draw(
1309 Shore
1310 .at(Transform::from_scale_rotation_translation(
1311 Vec3::splat(POND_HALF * 2.0),
1312 Quat::IDENTITY,
1313 Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314 ))
1315 .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316 );
1317 }
1318
1319 fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320 for &(x, z, turn) in &CRATE_POSITIONS {
1321 ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322 Vec3::splat(CRATE_SIZE),
1323 Quat::from_rotation_y(turn),
1324 Vec3::new(x, CRATE_SIZE * 0.5, z),
1325 )));
1326 }
1327 }
1328
1329 /// The well: its rim in grey masonry, and the mouth cell laid over the
1330 /// rim's top face.
1331 fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332 let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333 ctx.draw(
1334 Well.at(Transform::from_scale_rotation_translation(
1335 WELL_SIZE,
1336 Quat::IDENTITY,
1337 WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338 ))
1339 .frame(cells.cell(WELL_RIM_CELL)),
1340 );
1341 ctx.draw(
1342 WellMouth
1343 .at(Transform::from_scale_rotation_translation(
1344 Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345 Quat::IDENTITY,
1346 WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347 ))
1348 .frame(cells.cell(WELL_MOUTH_CELL)),
1349 );
1350 }
1351
1352 fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353 for &(x, z, rock) in &FLORA {
1354 let (width, height) = if rock {
1355 (ROCK_WIDTH, ROCK_HEIGHT)
1356 } else {
1357 (BUSH_WIDTH, BUSH_HEIGHT)
1358 };
1359 let standing = Transform::from_scale_rotation_translation(
1360 Vec3::new(width, height, width),
1361 Quat::IDENTITY,
1362 Vec3::new(x, height * 0.5, z),
1363 );
1364 let flora: Instance<Shape, _> = if rock {
1365 Rock.at(standing).into_set()
1366 } else {
1367 Bush.at(standing).into_set()
1368 };
1369 ctx.draw(flora.upright());
1370 }
1371 }
1372
1373 /// One stone box drawn on the ground at `at`, `size` across, sampling
1374 /// the part of the sheet `frame` covers.
1375 fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376 ctx.draw(
1377 Stone
1378 .at(Transform::from_scale_rotation_translation(
1379 size,
1380 Quat::IDENTITY,
1381 at + Vec3::Y * (size.y * 0.5),
1382 ))
1383 .frame(frame),
1384 );
1385 }
1386
1387 /// Two stone pillars drawn where `mouth` blocks the player, each a
1388 /// capital over its own course of masonry, and, on the one the camera
1389 /// looks into, the lintel across their tops and the dark filling
1390 /// the opening under it.
1391 fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392 for at in mouth.pillars() {
1393 Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394 }
1395 if !mouth.looked_into() {
1396 return;
1397 }
1398
1399 Self::draw_stone(
1400 ctx,
1401 mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402 MOUTH_LINTEL_SIZE,
1403 masonry(MOUTH_LINTEL_TILES),
1404 );
1405 ctx.draw(
1406 Quad.at(Transform::from_scale_rotation_translation(
1407 Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408 Quat::IDENTITY,
1409 mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410 ))
1411 .material(Material::color(Color::BLACK)),
1412 );
1413 }
1414
1415 fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416 let half = CAVE_HALF_WIDTH as i32;
1417 let near = CAVE_NEAR_Z as i32;
1418 let far = CAVE_FAR_Z as i32;
1419 for col in -half..=half {
1420 for row in far..=near {
1421 let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422 ctx.draw(
1423 CaveFloor
1424 .at(Vec3::new(
1425 col as f32 * TILE_SIZE,
1426 0.0,
1427 row as f32 * TILE_SIZE,
1428 ))
1429 .frame(
1430 Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431 .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432 ),
1433 );
1434 }
1435 }
1436 }
1437
1438 /// The wall drawn at `at` over the meters `standing`, in courses
1439 /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440 /// span leaves; its faces are picked by `seed` and its stone faded to
1441 /// `fade`, which is `1.0` wherever it is solid.
1442 fn draw_wall(
1443 ctx: &mut FrameContext<'_, Keep>,
1444 at: Vec2,
1445 standing: Range<f32>,
1446 seed: i32,
1447 fade: f32,
1448 ) {
1449 for course in 0..WALL_COURSES {
1450 let base = course as f32 * WALL_HEIGHT;
1451 let low = (standing.start - base).max(0.0);
1452 let high = (standing.end - base).min(WALL_HEIGHT);
1453 if high <= low {
1454 continue;
1455 }
1456
1457 let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458 ctx.draw(
1459 CaveWall
1460 .at(Transform::from_scale_rotation_translation(
1461 Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462 Quat::IDENTITY,
1463 Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464 ))
1465 .frame(cave_wall_face(variant, low..high))
1466 .faded(fade),
1467 );
1468 }
1469 }
1470
1471 /// The room's two side walls and its back wall, full height, and the low
1472 /// wall closing its near end between the side walls and the mouth. The
1473 /// back wall stops short of the corners the side walls already fill, and
1474 /// the near one leaves the mouth's own tile open.
1475 fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476 let half = CAVE_HALF_WIDTH as i32 + 1;
1477 let near = CAVE_NEAR_Z as i32;
1478 let far = CAVE_FAR_Z as i32;
1479
1480 for row in far..=near {
1481 let z = row as f32 * TILE_SIZE;
1482 let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483 let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484 Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485 Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486 }
1487 for col in (-half + 1)..half {
1488 let x = col as f32 * TILE_SIZE;
1489 let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490 Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491 if col != 0 {
1492 let lip = Vec2::new(x, CAVE_LIP_Z);
1493 Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494 }
1495 }
1496 }
1497
1498 /// The wall the door hangs in, run across the room between the side walls
1499 /// with one tile left open on the room's axis for the doorway and stone
1500 /// filling the column over the door. A player behind the wall is drawn
1501 /// through the stacks between them and the camera, at `seen_through`,
1502 /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503 fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504 let stone = |x: f32| match seen_through {
1505 Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506 _ => SOLID,
1507 };
1508 let half = CAVE_HALF_WIDTH as i32;
1509
1510 for col in (-half..=half).filter(|&col| col != 0) {
1511 let x = col as f32 * TILE_SIZE;
1512 Self::draw_wall(
1513 ctx,
1514 Vec2::new(x, DOOR_Z),
1515 0.0..WALL_TOP,
1516 col * 5 + 3,
1517 stone(x),
1518 );
1519 }
1520 Self::draw_wall(
1521 ctx,
1522 Vec2::new(0.0, DOOR_Z),
1523 DOOR_HEIGHT..WALL_TOP,
1524 3,
1525 stone(0.0),
1526 );
1527 }
1528
1529 /// The two torches: an upright cutout post apiece, the flame's loop
1530 /// burning over its binding, and the light that flame casts.
1531 fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532 let elapsed = self.simulated.as_secs_f32();
1533 let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535 for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536 let base = Vec3::new(x, 0.0, z);
1537 ctx.draw(
1538 Torch
1539 .at(Transform::from_scale_rotation_translation(
1540 Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541 Quat::IDENTITY,
1542 base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543 ))
1544 .upright(),
1545 );
1546
1547 let phase = index as f32 * 2.1;
1548 let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549 let flame_pos =
1550 base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552 let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553 ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554 // The pair burn an even share of the loop apart.
1555 let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556 ctx.draw(
1557 Flame
1558 .at(Transform::from_scale_rotation_translation(
1559 Vec3::splat(FLAME_SIZE),
1560 Quat::IDENTITY,
1561 flame_pos,
1562 ))
1563 .billboard()
1564 .roll(flicker * FLAME_ROLL)
1565 .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566 );
1567 }
1568 }
1569
1570 /// The door at its hinge — swung back against the wall once opened —
1571 /// drawn through alongside its wall, faded by `ghost`.
1572 fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573 let fade = ghost_alpha(ghost);
1574 let swung = if self.door_opening {
1575 Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576 } else {
1577 Quat::IDENTITY
1578 };
1579
1580 ctx.draw(
1581 Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582 .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583 .faded(fade),
1584 );
1585 }
1586
1587 /// The posts and lintel framing the doorway, in a color the stone never
1588 /// is, standing clear of the wall so the opening reads as a door from
1589 /// across the chamber. Glowing of their own while the door is closed and
1590 /// within [`INTERACT_RADIUS`], the cue that it opens.
1591 fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592 let reachable =
1593 !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594 let material =
1595 Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596 DOOR_FRAME_GLOW
1597 } else {
1598 Color::BLACK
1599 });
1600 let fade = ghost_alpha(ghost);
1601 let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602 let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604 for side in SIDES {
1605 ctx.draw(
1606 Cube.at(Transform::from_scale_rotation_translation(
1607 Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608 Quat::IDENTITY,
1609 Vec3::new(
1610 side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611 jamb_height * 0.5,
1612 z,
1613 ),
1614 ))
1615 .material(material)
1616 .faded(fade),
1617 );
1618 }
1619 ctx.draw(
1620 Cube.at(Transform::from_scale_rotation_translation(
1621 Vec3::new(
1622 DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623 DOOR_FRAME_THICKNESS,
1624 DOOR_FRAME_THICKNESS,
1625 ),
1626 Quat::IDENTITY,
1627 Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628 ))
1629 .material(material)
1630 .faded(fade),
1631 );
1632 }
1633
1634 /// A world prompt over the door: what opens it while the player is
1635 /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636 /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637 /// placed like `examples/animation.rs`'s own prompt.
1638 fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639 let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640 let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641 let text = if swinging {
1642 "opening"
1643 } else if near && !self.door_opening {
1644 "e opens the door"
1645 } else {
1646 return;
1647 };
1648
1649 let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650 let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651 let window_size = ctx.window_size();
1652 let pixels_per_point = ctx.pixels_per_point();
1653 let Some(pixel) = camera.pixel_of(point, window_size) else {
1654 return;
1655 };
1656
1657 ctx.ui(|ui| {
1658 let painter = ui.painter();
1659 let at = logical(pixel, pixels_per_point);
1660 let ink = galley.mesh_bounds;
1661 let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662 let backdrop = egui::Rect::from_center_size(
1663 at,
1664 ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665 );
1666 painter.rect_filled(
1667 backdrop,
1668 DOOR_PROMPT_PADDING,
1669 egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670 );
1671 painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672 });
1673 }
1674
1675 /// The gem, spinning and bobbing over the chamber's floor, and the light
1676 /// it casts over it.
1677 fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678 let t = self.simulated.as_secs_f32();
1679 let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680 ctx.light(
1681 Light::point(
1682 GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683 GEM_LIGHT_COLOR,
1684 GEM_LIGHT_RANGE,
1685 )
1686 .shadow(),
1687 );
1688 ctx.draw(
1689 Gem.at(Transform::from_scale_rotation_translation(
1690 Vec3::ONE,
1691 Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692 GEM_POSITION + Vec3::Y * bob,
1693 ))
1694 .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695 );
1696 }
1697
1698 /// The player: upright so it always faces the camera about `+Y`,
1699 /// windowed to its facing's row and the walk cycle's current frame.
1700 fn draw_walker(&self, ctx: &mut FrameContext<'_, Keep>, ground: Vec3) {
1701 let step = if self.walk_ticks > 0 {
1702 (self.walk_ticks / TICKS_PER_WALK_FRAME) % WALKER_COLUMNS
1703 } else {
1704 0
1705 };
1706 let cell = Sheet::new(UVec2::new(WALKER_COLUMNS, WALKER_ROWS))
1707 .cell_at(UVec2::new(step, self.facing as u32));
1708 let size = Vec2::new(WALKER_WIDTH, WALKER_HEIGHT);
1709
1710 ctx.draw(
1711 Walker
1712 .at(Transform::from_scale_rotation_translation(
1713 size.extend(1.0),
1714 Quat::IDENTITY,
1715 ground + Vec3::Y * (WALKER_HEIGHT * 0.5),
1716 ))
1717 .upright()
1718 .frame(cell),
1719 );
1720 }Sourcepub fn map<F>(self, f: F) -> UVec2
pub fn map<F>(self, f: F) -> UVec2
Returns a vector containing each element of self modified by a mapping function f.
Sourcepub fn select(mask: BVec2, if_true: UVec2, if_false: UVec2) -> UVec2
pub fn select(mask: BVec2, if_true: UVec2, if_false: UVec2) -> UVec2
Creates a vector from the elements in if_true and if_false, selecting which to use
for each element of self.
A true element in the mask uses the corresponding element from if_true, and false
uses the element from if_false.
Sourcepub const fn from_array(a: [u32; 2]) -> UVec2
pub const fn from_array(a: [u32; 2]) -> UVec2
Creates a new vector from an array.
Sourcepub const fn from_slice(slice: &[u32]) -> UVec2
pub const fn from_slice(slice: &[u32]) -> UVec2
Creates a vector from the first 2 values in slice.
§Panics
Panics if slice is less than 2 elements long.
Sourcepub fn write_to_slice(self, slice: &mut [u32])
pub fn write_to_slice(self, slice: &mut [u32])
Writes the elements of self to the first 2 elements in slice.
§Panics
Panics if slice is less than 2 elements long.
Sourcepub const fn extend(self, z: u32) -> UVec3
pub const fn extend(self, z: u32) -> UVec3
Creates a 3D vector from self and the given z value.
Sourcepub fn dot_into_vec(self, rhs: UVec2) -> UVec2
pub fn dot_into_vec(self, rhs: UVec2) -> UVec2
Returns a vector where every component is the dot product of self and rhs.
Sourcepub fn min(self, rhs: UVec2) -> UVec2
pub fn min(self, rhs: UVec2) -> UVec2
Returns a vector containing the minimum values for each element of self and rhs.
In other words this computes [min(x, rhs.x), min(self.y, rhs.y), ..].
Sourcepub fn max(self, rhs: UVec2) -> UVec2
pub fn max(self, rhs: UVec2) -> UVec2
Returns a vector containing the maximum values for each element of self and rhs.
In other words this computes [max(self.x, rhs.x), max(self.y, rhs.y), ..].
Sourcepub fn clamp(self, min: UVec2, max: UVec2) -> UVec2
pub fn clamp(self, min: UVec2, max: UVec2) -> UVec2
Component-wise clamping of values, similar to u32::clamp.
Each element in min must be less-or-equal to the corresponding element in max.
§Panics
Will panic if min is greater than max when glam_assert is enabled.
Sourcepub fn min_element(self) -> u32
pub fn min_element(self) -> u32
Returns the horizontal minimum of self.
In other words this computes min(x, y, ..).
Sourcepub fn max_element(self) -> u32
pub fn max_element(self) -> u32
Returns the horizontal maximum of self.
In other words this computes max(x, y, ..).
Sourcepub fn min_position(self) -> usize
pub fn min_position(self) -> usize
Returns the index of the first minimum element of self.
Sourcepub fn max_position(self) -> usize
pub fn max_position(self) -> usize
Returns the index of the first maximum element of self.
Sourcepub fn element_sum(self) -> u32
pub fn element_sum(self) -> u32
Returns the sum of all elements of self.
In other words, this computes self.x + self.y + ...
Sourcepub fn element_product(self) -> u32
pub fn element_product(self) -> u32
Returns the product of all elements of self.
In other words, this computes self.x * self.y * ...
Sourcepub fn cmpeq(self, rhs: UVec2) -> BVec2
pub fn cmpeq(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a == comparison for each element of
self and rhs.
In other words, this computes [self.x == rhs.x, self.y == rhs.y, ..] for all
elements.
Sourcepub fn cmpne(self, rhs: UVec2) -> BVec2
pub fn cmpne(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a != comparison for each element of
self and rhs.
In other words this computes [self.x != rhs.x, self.y != rhs.y, ..] for all
elements.
Sourcepub fn cmpge(self, rhs: UVec2) -> BVec2
pub fn cmpge(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a >= comparison for each element of
self and rhs.
In other words this computes [self.x >= rhs.x, self.y >= rhs.y, ..] for all
elements.
Sourcepub fn cmpgt(self, rhs: UVec2) -> BVec2
pub fn cmpgt(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a > comparison for each element of
self and rhs.
In other words this computes [self.x > rhs.x, self.y > rhs.y, ..] for all
elements.
Sourcepub fn cmple(self, rhs: UVec2) -> BVec2
pub fn cmple(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a <= comparison for each element of
self and rhs.
In other words this computes [self.x <= rhs.x, self.y <= rhs.y, ..] for all
elements.
Sourcepub fn cmplt(self, rhs: UVec2) -> BVec2
pub fn cmplt(self, rhs: UVec2) -> BVec2
Returns a vector mask containing the result of a < comparison for each element of
self and rhs.
In other words this computes [self.x < rhs.x, self.y < rhs.y, ..] for all
elements.
Sourcepub fn length_squared(self) -> u32
pub fn length_squared(self) -> u32
Computes the squared length of self.
Sourcepub fn manhattan_distance(self, rhs: UVec2) -> u32
pub fn manhattan_distance(self, rhs: UVec2) -> u32
Computes the manhattan distance between two points.
§Overflow
This method may overflow if the result is greater than u32::MAX.
See also checked_manhattan_distance.
Sourcepub fn checked_manhattan_distance(self, rhs: UVec2) -> Option<u32>
pub fn checked_manhattan_distance(self, rhs: UVec2) -> Option<u32>
Computes the manhattan distance between two points.
This will returns None if the result is greater than u32::MAX.
Sourcepub fn chebyshev_distance(self, rhs: UVec2) -> u32
pub fn chebyshev_distance(self, rhs: UVec2) -> u32
Computes the chebyshev distance between two points.
Sourcepub fn as_i16vec2(self) -> I16Vec2
pub fn as_i16vec2(self) -> I16Vec2
Casts all elements of self to i16.
Sourcepub fn as_u16vec2(self) -> U16Vec2
pub fn as_u16vec2(self) -> U16Vec2
Casts all elements of self to u16.
Sourcepub fn as_i64vec2(self) -> I64Vec2
pub fn as_i64vec2(self) -> I64Vec2
Casts all elements of self to i64.
Sourcepub fn as_u64vec2(self) -> U64Vec2
pub fn as_u64vec2(self) -> U64Vec2
Casts all elements of self to u64.
Sourcepub fn as_isizevec2(self) -> ISizeVec2
pub fn as_isizevec2(self) -> ISizeVec2
Casts all elements of self to isize.
Sourcepub fn as_usizevec2(self) -> USizeVec2
pub fn as_usizevec2(self) -> USizeVec2
Casts all elements of self to usize.
Sourcepub const fn checked_add(self, rhs: UVec2) -> Option<UVec2>
pub const fn checked_add(self, rhs: UVec2) -> Option<UVec2>
Returns a vector containing the wrapping addition of self and rhs.
In other words this computes Some([self.x + rhs.x, self.y + rhs.y, ..]) but returns None on any overflow.
Sourcepub const fn checked_sub(self, rhs: UVec2) -> Option<UVec2>
pub const fn checked_sub(self, rhs: UVec2) -> Option<UVec2>
Returns a vector containing the wrapping subtraction of self and rhs.
In other words this computes Some([self.x - rhs.x, self.y - rhs.y, ..]) but returns None on any overflow.
Sourcepub const fn checked_mul(self, rhs: UVec2) -> Option<UVec2>
pub const fn checked_mul(self, rhs: UVec2) -> Option<UVec2>
Returns a vector containing the wrapping multiplication of self and rhs.
In other words this computes Some([self.x * rhs.x, self.y * rhs.y, ..]) but returns None on any overflow.
Sourcepub const fn checked_div(self, rhs: UVec2) -> Option<UVec2>
pub const fn checked_div(self, rhs: UVec2) -> Option<UVec2>
Returns a vector containing the wrapping division of self and rhs.
In other words this computes Some([self.x / rhs.x, self.y / rhs.y, ..]) but returns None on any division by zero.
Sourcepub const fn wrapping_add(self, rhs: UVec2) -> UVec2
pub const fn wrapping_add(self, rhs: UVec2) -> UVec2
Returns a vector containing the wrapping addition of self and rhs.
In other words this computes [self.x.wrapping_add(rhs.x), self.y.wrapping_add(rhs.y), ..].
Sourcepub const fn wrapping_sub(self, rhs: UVec2) -> UVec2
pub const fn wrapping_sub(self, rhs: UVec2) -> UVec2
Returns a vector containing the wrapping subtraction of self and rhs.
In other words this computes [self.x.wrapping_sub(rhs.x), self.y.wrapping_sub(rhs.y), ..].
Sourcepub const fn wrapping_mul(self, rhs: UVec2) -> UVec2
pub const fn wrapping_mul(self, rhs: UVec2) -> UVec2
Returns a vector containing the wrapping multiplication of self and rhs.
In other words this computes [self.x.wrapping_mul(rhs.x), self.y.wrapping_mul(rhs.y), ..].
Sourcepub const fn wrapping_div(self, rhs: UVec2) -> UVec2
pub const fn wrapping_div(self, rhs: UVec2) -> UVec2
Returns a vector containing the wrapping division of self and rhs.
In other words this computes [self.x.wrapping_div(rhs.x), self.y.wrapping_div(rhs.y), ..].
Sourcepub const fn saturating_add(self, rhs: UVec2) -> UVec2
pub const fn saturating_add(self, rhs: UVec2) -> UVec2
Returns a vector containing the saturating addition of self and rhs.
In other words this computes [self.x.saturating_add(rhs.x), self.y.saturating_add(rhs.y), ..].
Sourcepub const fn saturating_sub(self, rhs: UVec2) -> UVec2
pub const fn saturating_sub(self, rhs: UVec2) -> UVec2
Returns a vector containing the saturating subtraction of self and rhs.
In other words this computes [self.x.saturating_sub(rhs.x), self.y.saturating_sub(rhs.y), ..].
Sourcepub const fn saturating_mul(self, rhs: UVec2) -> UVec2
pub const fn saturating_mul(self, rhs: UVec2) -> UVec2
Returns a vector containing the saturating multiplication of self and rhs.
In other words this computes [self.x.saturating_mul(rhs.x), self.y.saturating_mul(rhs.y), ..].
Sourcepub const fn saturating_div(self, rhs: UVec2) -> UVec2
pub const fn saturating_div(self, rhs: UVec2) -> UVec2
Returns a vector containing the saturating division of self and rhs.
In other words this computes [self.x.saturating_div(rhs.x), self.y.saturating_div(rhs.y), ..].
Sourcepub const fn checked_add_signed(self, rhs: IVec2) -> Option<UVec2>
pub const fn checked_add_signed(self, rhs: IVec2) -> Option<UVec2>
Returns a vector containing the wrapping addition of self and signed vector rhs.
In other words this computes Some([self.x + rhs.x, self.y + rhs.y, ..]) but returns None on any overflow.
Sourcepub const fn wrapping_add_signed(self, rhs: IVec2) -> UVec2
pub const fn wrapping_add_signed(self, rhs: IVec2) -> UVec2
Returns a vector containing the wrapping addition of self and signed vector rhs.
In other words this computes [self.x.wrapping_add_signed(rhs.x), self.y.wrapping_add_signed(rhs.y), ..].
Sourcepub const fn saturating_add_signed(self, rhs: IVec2) -> UVec2
pub const fn saturating_add_signed(self, rhs: IVec2) -> UVec2
Returns a vector containing the saturating addition of self and signed vector rhs.
In other words this computes [self.x.saturating_add_signed(rhs.x), self.y.saturating_add_signed(rhs.y), ..].
Trait Implementations§
Source§impl AddAssign for UVec2
impl AddAssign for UVec2
Source§fn add_assign(&mut self, rhs: UVec2)
fn add_assign(&mut self, rhs: UVec2)
+= operation. Read moreSource§impl AddAssign<&UVec2> for UVec2
impl AddAssign<&UVec2> for UVec2
Source§fn add_assign(&mut self, rhs: &UVec2)
fn add_assign(&mut self, rhs: &UVec2)
+= operation. Read moreSource§impl AddAssign<&u32> for UVec2
impl AddAssign<&u32> for UVec2
Source§fn add_assign(&mut self, rhs: &u32)
fn add_assign(&mut self, rhs: &u32)
+= operation. Read moreSource§impl AddAssign<u32> for UVec2
impl AddAssign<u32> for UVec2
Source§fn add_assign(&mut self, rhs: u32)
fn add_assign(&mut self, rhs: u32)
+= operation. Read moreSource§impl BitAndAssign for UVec2
impl BitAndAssign for UVec2
Source§fn bitand_assign(&mut self, rhs: UVec2)
fn bitand_assign(&mut self, rhs: UVec2)
&= operation. Read moreSource§impl BitAndAssign<&UVec2> for UVec2
impl BitAndAssign<&UVec2> for UVec2
Source§fn bitand_assign(&mut self, rhs: &UVec2)
fn bitand_assign(&mut self, rhs: &UVec2)
&= operation. Read moreSource§impl BitAndAssign<&u32> for UVec2
impl BitAndAssign<&u32> for UVec2
Source§fn bitand_assign(&mut self, rhs: &u32)
fn bitand_assign(&mut self, rhs: &u32)
&= operation. Read moreSource§impl BitAndAssign<u32> for UVec2
impl BitAndAssign<u32> for UVec2
Source§fn bitand_assign(&mut self, rhs: u32)
fn bitand_assign(&mut self, rhs: u32)
&= operation. Read moreSource§impl BitOrAssign for UVec2
impl BitOrAssign for UVec2
Source§fn bitor_assign(&mut self, rhs: UVec2)
fn bitor_assign(&mut self, rhs: UVec2)
|= operation. Read moreSource§impl BitOrAssign<&UVec2> for UVec2
impl BitOrAssign<&UVec2> for UVec2
Source§fn bitor_assign(&mut self, rhs: &UVec2)
fn bitor_assign(&mut self, rhs: &UVec2)
|= operation. Read moreSource§impl BitOrAssign<&u32> for UVec2
impl BitOrAssign<&u32> for UVec2
Source§fn bitor_assign(&mut self, rhs: &u32)
fn bitor_assign(&mut self, rhs: &u32)
|= operation. Read moreSource§impl BitOrAssign<u32> for UVec2
impl BitOrAssign<u32> for UVec2
Source§fn bitor_assign(&mut self, rhs: u32)
fn bitor_assign(&mut self, rhs: u32)
|= operation. Read moreSource§impl BitXorAssign for UVec2
impl BitXorAssign for UVec2
Source§fn bitxor_assign(&mut self, rhs: UVec2)
fn bitxor_assign(&mut self, rhs: UVec2)
^= operation. Read moreSource§impl BitXorAssign<&UVec2> for UVec2
impl BitXorAssign<&UVec2> for UVec2
Source§fn bitxor_assign(&mut self, rhs: &UVec2)
fn bitxor_assign(&mut self, rhs: &UVec2)
^= operation. Read moreSource§impl BitXorAssign<&u32> for UVec2
impl BitXorAssign<&u32> for UVec2
Source§fn bitxor_assign(&mut self, rhs: &u32)
fn bitxor_assign(&mut self, rhs: &u32)
^= operation. Read moreSource§impl BitXorAssign<u32> for UVec2
impl BitXorAssign<u32> for UVec2
Source§fn bitxor_assign(&mut self, rhs: u32)
fn bitxor_assign(&mut self, rhs: u32)
^= operation. Read moreimpl Copy for UVec2
Source§impl DivAssign for UVec2
impl DivAssign for UVec2
Source§fn div_assign(&mut self, rhs: UVec2)
fn div_assign(&mut self, rhs: UVec2)
/= operation. Read moreSource§impl DivAssign<&UVec2> for UVec2
impl DivAssign<&UVec2> for UVec2
Source§fn div_assign(&mut self, rhs: &UVec2)
fn div_assign(&mut self, rhs: &UVec2)
/= operation. Read moreSource§impl DivAssign<&u32> for UVec2
impl DivAssign<&u32> for UVec2
Source§fn div_assign(&mut self, rhs: &u32)
fn div_assign(&mut self, rhs: &u32)
/= operation. Read moreSource§impl DivAssign<u32> for UVec2
impl DivAssign<u32> for UVec2
Source§fn div_assign(&mut self, rhs: u32)
fn div_assign(&mut self, rhs: u32)
/= operation. Read moreimpl Eq for UVec2
Source§impl MulAssign for UVec2
impl MulAssign for UVec2
Source§fn mul_assign(&mut self, rhs: UVec2)
fn mul_assign(&mut self, rhs: UVec2)
*= operation. Read moreSource§impl MulAssign<&UVec2> for UVec2
impl MulAssign<&UVec2> for UVec2
Source§fn mul_assign(&mut self, rhs: &UVec2)
fn mul_assign(&mut self, rhs: &UVec2)
*= operation. Read moreSource§impl MulAssign<&u32> for UVec2
impl MulAssign<&u32> for UVec2
Source§fn mul_assign(&mut self, rhs: &u32)
fn mul_assign(&mut self, rhs: &u32)
*= operation. Read moreSource§impl MulAssign<u32> for UVec2
impl MulAssign<u32> for UVec2
Source§fn mul_assign(&mut self, rhs: u32)
fn mul_assign(&mut self, rhs: u32)
*= operation. Read moreimpl Pod for UVec2
Source§impl RemAssign for UVec2
impl RemAssign for UVec2
Source§fn rem_assign(&mut self, rhs: UVec2)
fn rem_assign(&mut self, rhs: UVec2)
%= operation. Read moreSource§impl RemAssign<&UVec2> for UVec2
impl RemAssign<&UVec2> for UVec2
Source§fn rem_assign(&mut self, rhs: &UVec2)
fn rem_assign(&mut self, rhs: &UVec2)
%= operation. Read moreSource§impl RemAssign<&u32> for UVec2
impl RemAssign<&u32> for UVec2
Source§fn rem_assign(&mut self, rhs: &u32)
fn rem_assign(&mut self, rhs: &u32)
%= operation. Read moreSource§impl RemAssign<u32> for UVec2
impl RemAssign<u32> for UVec2
Source§fn rem_assign(&mut self, rhs: u32)
fn rem_assign(&mut self, rhs: u32)
%= operation. Read moreSource§impl ShlAssign<&i8> for UVec2
impl ShlAssign<&i8> for UVec2
Source§fn shl_assign(&mut self, rhs: &i8)
fn shl_assign(&mut self, rhs: &i8)
<<= operation. Read moreSource§impl ShlAssign<&i16> for UVec2
impl ShlAssign<&i16> for UVec2
Source§fn shl_assign(&mut self, rhs: &i16)
fn shl_assign(&mut self, rhs: &i16)
<<= operation. Read moreSource§impl ShlAssign<&i32> for UVec2
impl ShlAssign<&i32> for UVec2
Source§fn shl_assign(&mut self, rhs: &i32)
fn shl_assign(&mut self, rhs: &i32)
<<= operation. Read moreSource§impl ShlAssign<&i64> for UVec2
impl ShlAssign<&i64> for UVec2
Source§fn shl_assign(&mut self, rhs: &i64)
fn shl_assign(&mut self, rhs: &i64)
<<= operation. Read moreSource§impl ShlAssign<&u8> for UVec2
impl ShlAssign<&u8> for UVec2
Source§fn shl_assign(&mut self, rhs: &u8)
fn shl_assign(&mut self, rhs: &u8)
<<= operation. Read moreSource§impl ShlAssign<&u16> for UVec2
impl ShlAssign<&u16> for UVec2
Source§fn shl_assign(&mut self, rhs: &u16)
fn shl_assign(&mut self, rhs: &u16)
<<= operation. Read moreSource§impl ShlAssign<&u32> for UVec2
impl ShlAssign<&u32> for UVec2
Source§fn shl_assign(&mut self, rhs: &u32)
fn shl_assign(&mut self, rhs: &u32)
<<= operation. Read moreSource§impl ShlAssign<&u64> for UVec2
impl ShlAssign<&u64> for UVec2
Source§fn shl_assign(&mut self, rhs: &u64)
fn shl_assign(&mut self, rhs: &u64)
<<= operation. Read moreSource§impl ShlAssign<i8> for UVec2
impl ShlAssign<i8> for UVec2
Source§fn shl_assign(&mut self, rhs: i8)
fn shl_assign(&mut self, rhs: i8)
<<= operation. Read moreSource§impl ShlAssign<i16> for UVec2
impl ShlAssign<i16> for UVec2
Source§fn shl_assign(&mut self, rhs: i16)
fn shl_assign(&mut self, rhs: i16)
<<= operation. Read moreSource§impl ShlAssign<i32> for UVec2
impl ShlAssign<i32> for UVec2
Source§fn shl_assign(&mut self, rhs: i32)
fn shl_assign(&mut self, rhs: i32)
<<= operation. Read moreSource§impl ShlAssign<i64> for UVec2
impl ShlAssign<i64> for UVec2
Source§fn shl_assign(&mut self, rhs: i64)
fn shl_assign(&mut self, rhs: i64)
<<= operation. Read moreSource§impl ShlAssign<u8> for UVec2
impl ShlAssign<u8> for UVec2
Source§fn shl_assign(&mut self, rhs: u8)
fn shl_assign(&mut self, rhs: u8)
<<= operation. Read moreSource§impl ShlAssign<u16> for UVec2
impl ShlAssign<u16> for UVec2
Source§fn shl_assign(&mut self, rhs: u16)
fn shl_assign(&mut self, rhs: u16)
<<= operation. Read moreSource§impl ShlAssign<u32> for UVec2
impl ShlAssign<u32> for UVec2
Source§fn shl_assign(&mut self, rhs: u32)
fn shl_assign(&mut self, rhs: u32)
<<= operation. Read moreSource§impl ShlAssign<u64> for UVec2
impl ShlAssign<u64> for UVec2
Source§fn shl_assign(&mut self, rhs: u64)
fn shl_assign(&mut self, rhs: u64)
<<= operation. Read moreSource§impl ShrAssign<&i8> for UVec2
impl ShrAssign<&i8> for UVec2
Source§fn shr_assign(&mut self, rhs: &i8)
fn shr_assign(&mut self, rhs: &i8)
>>= operation. Read moreSource§impl ShrAssign<&i16> for UVec2
impl ShrAssign<&i16> for UVec2
Source§fn shr_assign(&mut self, rhs: &i16)
fn shr_assign(&mut self, rhs: &i16)
>>= operation. Read moreSource§impl ShrAssign<&i32> for UVec2
impl ShrAssign<&i32> for UVec2
Source§fn shr_assign(&mut self, rhs: &i32)
fn shr_assign(&mut self, rhs: &i32)
>>= operation. Read moreSource§impl ShrAssign<&i64> for UVec2
impl ShrAssign<&i64> for UVec2
Source§fn shr_assign(&mut self, rhs: &i64)
fn shr_assign(&mut self, rhs: &i64)
>>= operation. Read moreSource§impl ShrAssign<&u8> for UVec2
impl ShrAssign<&u8> for UVec2
Source§fn shr_assign(&mut self, rhs: &u8)
fn shr_assign(&mut self, rhs: &u8)
>>= operation. Read moreSource§impl ShrAssign<&u16> for UVec2
impl ShrAssign<&u16> for UVec2
Source§fn shr_assign(&mut self, rhs: &u16)
fn shr_assign(&mut self, rhs: &u16)
>>= operation. Read moreSource§impl ShrAssign<&u32> for UVec2
impl ShrAssign<&u32> for UVec2
Source§fn shr_assign(&mut self, rhs: &u32)
fn shr_assign(&mut self, rhs: &u32)
>>= operation. Read moreSource§impl ShrAssign<&u64> for UVec2
impl ShrAssign<&u64> for UVec2
Source§fn shr_assign(&mut self, rhs: &u64)
fn shr_assign(&mut self, rhs: &u64)
>>= operation. Read moreSource§impl ShrAssign<i8> for UVec2
impl ShrAssign<i8> for UVec2
Source§fn shr_assign(&mut self, rhs: i8)
fn shr_assign(&mut self, rhs: i8)
>>= operation. Read moreSource§impl ShrAssign<i16> for UVec2
impl ShrAssign<i16> for UVec2
Source§fn shr_assign(&mut self, rhs: i16)
fn shr_assign(&mut self, rhs: i16)
>>= operation. Read moreSource§impl ShrAssign<i32> for UVec2
impl ShrAssign<i32> for UVec2
Source§fn shr_assign(&mut self, rhs: i32)
fn shr_assign(&mut self, rhs: i32)
>>= operation. Read moreSource§impl ShrAssign<i64> for UVec2
impl ShrAssign<i64> for UVec2
Source§fn shr_assign(&mut self, rhs: i64)
fn shr_assign(&mut self, rhs: i64)
>>= operation. Read moreSource§impl ShrAssign<u8> for UVec2
impl ShrAssign<u8> for UVec2
Source§fn shr_assign(&mut self, rhs: u8)
fn shr_assign(&mut self, rhs: u8)
>>= operation. Read moreSource§impl ShrAssign<u16> for UVec2
impl ShrAssign<u16> for UVec2
Source§fn shr_assign(&mut self, rhs: u16)
fn shr_assign(&mut self, rhs: u16)
>>= operation. Read moreSource§impl ShrAssign<u32> for UVec2
impl ShrAssign<u32> for UVec2
Source§fn shr_assign(&mut self, rhs: u32)
fn shr_assign(&mut self, rhs: u32)
>>= operation. Read moreSource§impl ShrAssign<u64> for UVec2
impl ShrAssign<u64> for UVec2
Source§fn shr_assign(&mut self, rhs: u64)
fn shr_assign(&mut self, rhs: u64)
>>= operation. Read moreimpl StructuralPartialEq for UVec2
Source§impl SubAssign for UVec2
impl SubAssign for UVec2
Source§fn sub_assign(&mut self, rhs: UVec2)
fn sub_assign(&mut self, rhs: UVec2)
-= operation. Read moreSource§impl SubAssign<&UVec2> for UVec2
impl SubAssign<&UVec2> for UVec2
Source§fn sub_assign(&mut self, rhs: &UVec2)
fn sub_assign(&mut self, rhs: &UVec2)
-= operation. Read moreSource§impl SubAssign<&u32> for UVec2
impl SubAssign<&u32> for UVec2
Source§fn sub_assign(&mut self, rhs: &u32)
fn sub_assign(&mut self, rhs: &u32)
-= operation. Read moreSource§impl SubAssign<u32> for UVec2
impl SubAssign<u32> for UVec2
Source§fn sub_assign(&mut self, rhs: u32)
fn sub_assign(&mut self, rhs: u32)
-= operation. Read moreSource§impl Vec2Swizzles for UVec2
impl Vec2Swizzles for UVec2
type Vec3 = UVec3
type Vec4 = UVec4
fn xx(self) -> UVec2
fn yx(self) -> UVec2
fn yy(self) -> UVec2
fn xxx(self) -> UVec3
fn xxy(self) -> UVec3
fn xyx(self) -> UVec3
fn xyy(self) -> UVec3
fn yxx(self) -> UVec3
fn yxy(self) -> UVec3
fn yyx(self) -> UVec3
fn yyy(self) -> UVec3
fn xxxx(self) -> UVec4
fn xxxy(self) -> UVec4
fn xxyx(self) -> UVec4
fn xxyy(self) -> UVec4
fn xyxx(self) -> UVec4
fn xyxy(self) -> UVec4
fn xyyx(self) -> UVec4
fn xyyy(self) -> UVec4
fn yxxx(self) -> UVec4
fn yxxy(self) -> UVec4
fn yxyx(self) -> UVec4
fn yxyy(self) -> UVec4
fn yyxx(self) -> UVec4
fn yyxy(self) -> UVec4
fn yyyx(self) -> UVec4
fn yyyy(self) -> UVec4
fn xy(self) -> Self
Auto Trait Implementations§
impl Freeze for UVec2
impl RefUnwindSafe for UVec2
impl Send for UVec2
impl Sync for UVec2
impl Unpin for UVec2
impl UnsafeUnpin for UVec2
impl UnwindSafe for UVec2
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