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Transform

Struct Transform 

Source
pub struct Transform(/* private fields */);
Expand description

A draw’s position, turn, and size.

Implementations§

Source§

impl Transform

Source

pub const IDENTITY: Self

No position, turn, or size change.

Source

pub fn from_translation(translation: Vec3) -> Self

At translation, in meters.

Examples found in repository?
examples/material-playground.rs (line 977)
951    fn draw_outpost(&self, ctx: &mut FrameContext<'_, Self>) {
952        let clock = ctx.elapsed().as_secs_f32();
953
954        for &(position, scale) in &PILLARS {
955            ctx.draw(
956                Cube.at(Transform::from_scale_rotation_translation(
957                    scale,
958                    Quat::IDENTITY,
959                    OUTPOST + position,
960                ))
961                .material(Material::lit(Color::rgb(0.55, 0.5, 0.45))),
962            );
963        }
964
965        ctx.draw(
966            Cube.at(Transform::from_scale_rotation_translation(
967                POLE_SCALE,
968                Quat::IDENTITY,
969                OUTPOST + POLE_POSITION,
970            ))
971            .material(Material::lit(Color::rgb(0.3, 0.24, 0.18))),
972        );
973
974        ctx.set_surface_style(Banner { time: clock });
975        ctx.draw(
976            BannerCloth
977                .at(Transform::from_translation(OUTPOST + BANNER_MOUNT))
978                .material(Material::lit(Color::rgb(0.75, 0.12, 0.12)))
979                .surface_style::<Banner>(),
980        );
981
982        ctx.set_surface_style(Field {
983            tint: Color::rgb(0.25, 0.75, 1.0),
984            time: clock,
985        });
986        ctx.draw(
987            Sphere { subdivisions: 2 }
988                .at(Transform::from_scale_rotation_translation(
989                    Vec3::splat(FIELD_ORB_SCALE),
990                    Quat::IDENTITY,
991                    OUTPOST + FIELD_ORB_POSITION,
992                ))
993                .material(Material::color(Color::BLACK))
994                .surface_style::<Field>(),
995        );
996    }
More examples
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examples/breakout-game.rs (lines 1029-1033)
995    fn frame(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
996        if matches!(self.phase, Phase::Serving | Phase::Playing) && ctx.pressed(Button::Pause) {
997            self.paused = !self.paused;
998        }
999
1000        ctx.set_volume(self.master_volume);
1001        self.sustain_music(ctx);
1002
1003        ctx.set_camera(Self::camera());
1004
1005        let brick_pulse = (self.brick_flash / BRICK_FLASH).clamp(0.0, 1.0);
1006        ctx.set_bloom((BLOOM_BASE + brick_pulse * BLOOM_PULSE_PEAK).clamp(0.0, 1.0));
1007
1008        let life_lost_t = (self.life_lost_flash / LIFE_LOST_FLASH).clamp(0.0, 1.0);
1009        ctx.set_exposure((1.0 - life_lost_t * EXPOSURE_DIP_DEPTH).clamp(0.0, 1.0));
1010
1011        // The tick moves nothing behind a menu, so a frame there draws the last
1012        // step whole rather than interpolating from the one before.
1013        let alpha = match self.phase {
1014            Phase::Serving | Phase::Playing if !self.paused => ctx.alpha(),
1015            _ => 1.0,
1016        };
1017        let paddle_x = self.paddle_prev_x.lerp(self.paddle_x, alpha);
1018        let ball_pos = self.ball_prev.lerp(self.ball_pos, alpha);
1019
1020        ctx.light(Light::point(ball_pos, BALL_GLOW, BALL_LIGHT_RANGE).shadow());
1021
1022        self.draw_court(ctx);
1023        self.draw_bricks(ctx);
1024        self.draw_sparks(ctx);
1025        self.draw_lives(ctx);
1026
1027        ctx.draw(
1028            Paddle
1029                .at(Transform::from_translation(Vec3::new(
1030                    paddle_x,
1031                    PADDLE_HALF_HEIGHT,
1032                    PADDLE_Z,
1033                )))
1034                .material_of(PaddlePart::Face, self.paddle_face_material()),
1035        );
1036
1037        self.draw_trail(ctx, alpha);
1038        ctx.draw(
1039            Sphere { subdivisions: 2 }
1040                .at(Transform::from_scale_rotation_translation(
1041                    Vec3::splat(BALL_RADIUS * 2.0),
1042                    Quat::IDENTITY,
1043                    ball_pos,
1044                ))
1045                .material(
1046                    Material::color(BALL_GLOW)
1047                        .emissive(BALL_EMISSIVE)
1048                        .additive(),
1049                ),
1050        );
1051
1052        self.overlay(ctx);
1053    }
Source

pub fn from_rotation(rotation: Quat) -> Self

Turned about the origin.

Source

pub fn from_scale(scale: Vec3) -> Self

Sized about the origin, per axis.

Examples found in repository?
examples/stress-preview.rs (line 398)
394    fn draw_ground(ctx: &mut FrameContext<'_, Self>) {
395        let side = (FIELD_RADIUS + FIELD_INNER_RADIUS) * 2.2;
396        ctx.draw(
397            Plane
398                .at(Transform::from_scale(Vec3::new(side, 1.0, side)))
399                .material(Material::lit(GROUND_COLOR).roughness(0.9)),
400        );
401    }
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examples/flock-parallelism.rs (lines 663-667)
660    fn draw_ground(ctx: &mut FrameContext<'_, Self>) {
661        ctx.draw(
662            Plane
663                .at(Transform::from_scale(Vec3::new(
664                    GROUND_SIZE,
665                    1.0,
666                    GROUND_SIZE,
667                )))
668                .material(Material::lit(GROUND_COLOR).roughness(0.9)),
669        );
670    }
examples/post-effects.rs (lines 95-99)
90    fn draw_scene(&self, ctx: &mut FrameContext<'_, Self>) {
91        ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
92
93        ctx.draw(
94            Plane
95                .at(Transform::from_scale(Vec3::new(
96                    GROUND_SIZE,
97                    1.0,
98                    GROUND_SIZE,
99                )))
100                .material(Material::lit(GROUND_COLOR)),
101        );
102        ctx.draw(
103            Cube.at(Transform::from_scale_rotation_translation(
104                Vec3::splat(GLOW_SIZE),
105                Quat::IDENTITY,
106                GLOW_POSITION,
107            ))
108            .material(Material::color(Color::BLACK).emissive(GLOW_COLOR)),
109        );
110        for position in SPHERE_POSITIONS {
111            ctx.draw(
112                Sphere {
113                    subdivisions: SPHERE_SUBDIVISIONS,
114                }
115                .at(position)
116                .material(Material::lit(SPHERE_COLOR)),
117            );
118        }
119    }
examples/ui-fonts.rs (lines 826-830)
816    fn frame(&mut self, ctx: &mut FrameContext<'_, Self>) {
817        self.steer(ctx);
818
819        let camera = self.orbit.camera();
820        ctx.set_camera(camera);
821        ctx.set_skybox(Sky::Dusk);
822        ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
823
824        ctx.draw(
825            Plane
826                .at(Transform::from_scale(Vec3::new(
827                    PLATFORM_SIZE,
828                    1.0,
829                    PLATFORM_SIZE,
830                )))
831                .material(Material::lit(PLATFORM_COLOR)),
832        );
833        for station in StationKind::ALL {
834            self.draw_station(ctx, station);
835        }
836
837        let hovered = Self::hovered(ctx);
838        if !self.sheet_open {
839            if let Some(station) = hovered {
840                ctx.set_cursor(Cursor::Pointer);
841                self.draw_bracket(ctx, camera, station);
842            }
843            self.draw_prompts(ctx, camera, hovered);
844        }
845        if self.dialogue.is_some() {
846            self.draw_dialogue(ctx);
847        }
848        if self.sheet_open {
849            ctx.ui(sheet);
850        }
851        self.panel(ctx);
852    }
examples/breakout-game.rs (lines 607-611)
604    fn draw_court(&self, ctx: &mut FrameContext<'_, Breakout>) {
605        ctx.draw(
606            Plane
607                .at(Transform::from_scale(Vec3::new(
608                    COURT_HALF_WIDTH * 2.0,
609                    1.0,
610                    COURT_HALF_DEPTH * 2.0,
611                )))
612                .material(Material::lit(FLOOR_COLOR)),
613        );
614
615        let side_half = Vec3::new(WALL_THICKNESS * 0.5, WALL_HEIGHT * 0.5, COURT_HALF_DEPTH);
616        for side in [-1.0, 1.0] {
617            let x = side * (COURT_HALF_WIDTH - WALL_THICKNESS * 0.5);
618            ctx.draw(
619                Cube.at(Transform::from_scale_rotation_translation(
620                    side_half * 2.0,
621                    Quat::IDENTITY,
622                    Vec3::new(x, side_half.y, 0.0),
623                ))
624                .material(Material::lit(WALL_COLOR)),
625            );
626        }
627
628        let top_half = Vec3::new(COURT_HALF_WIDTH, WALL_HEIGHT * 0.5, WALL_THICKNESS * 0.5);
629        ctx.draw(
630            Cube.at(Transform::from_scale_rotation_translation(
631                top_half * 2.0,
632                Quat::IDENTITY,
633                Vec3::new(0.0, top_half.y, -COURT_HALF_DEPTH + WALL_THICKNESS * 0.5),
634            ))
635            .material(Material::lit(WALL_COLOR)),
636        );
637    }
examples/sound-lab.rs (lines 513-517)
510    fn draw_room(&self, ctx: &mut FrameContext<'_, SoundCheck>) {
511        ctx.draw(
512            Plane
513                .at(Transform::from_scale(Vec3::new(
514                    ROOM_HALF * 2.0,
515                    1.0,
516                    ROOM_HALF * 2.0,
517                )))
518                .material(Material::lit(FLOOR_COLOR)),
519        );
520
521        let side_half = Vec3::new(WALL_THICKNESS * 0.5, WALL_HEIGHT * 0.5, ROOM_HALF);
522        for side in [-1.0, 1.0] {
523            let x = side * (ROOM_HALF - WALL_THICKNESS * 0.5);
524            ctx.draw(
525                Cube.at(Transform::from_scale_rotation_translation(
526                    side_half * 2.0,
527                    Quat::IDENTITY,
528                    Vec3::new(x, side_half.y, 0.0),
529                ))
530                .material(Material::lit(WALL_COLOR)),
531            );
532        }
533        let end_half = Vec3::new(ROOM_HALF, WALL_HEIGHT * 0.5, WALL_THICKNESS * 0.5);
534        for side in [-1.0, 1.0] {
535            let z = side * (ROOM_HALF - WALL_THICKNESS * 0.5);
536            ctx.draw(
537                Cube.at(Transform::from_scale_rotation_translation(
538                    end_half * 2.0,
539                    Quat::IDENTITY,
540                    Vec3::new(0.0, end_half.y, z),
541                ))
542                .material(Material::lit(WALL_COLOR)),
543            );
544        }
545    }
Source

pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Self

Turned about the origin, then moved.

Examples found in repository?
examples/sprite-adventure.rs (line 1581)
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    }
More examples
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examples/animation.rs (lines 1016-1019)
920    fn frame(&mut self, ctx: &mut FrameContext<'_, Scene>) {
921        self.steer_camera(ctx);
922
923        let alpha = ctx.alpha();
924        let elf_pos = self.elf_prev.lerp(self.elf_pos, alpha);
925        let elf_height = self.elf_height_prev + (self.elf_height - self.elf_height_prev) * alpha;
926        let (butterfly_pos, butterfly_yaw) = butterfly_pose(ctx.elapsed().as_secs_f32());
927
928        let camera = orbit_camera(elf_pos, self.camera_yaw, self.camera_pitch);
929        ctx.set_camera(camera);
930        ctx.set_cursor(if self.holding {
931            Cursor::Held
932        } else {
933            Cursor::Arrow
934        });
935        ctx.set_skybox(Sky::Day);
936        ctx.set_exposure(3.0);
937        ctx.set_bloom(0.2);
938        ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
939        ctx.light(
940            Light::point(
941                LAMP_POST_POSITION + Vec3::Y * (LAMP_POST_HEIGHT + LAMP_HEAD_GAP * 0.5),
942                LAMP_LIGHT_COLOR,
943                LAMP_LIGHT_RANGE,
944            )
945            .shadow(),
946        );
947        ctx.light(
948            Light::spot(Spot {
949                position: SPOT_POSITION,
950                direction: SPOT_DIRECTION,
951                color: SPOT_COLOR,
952                range: SPOT_RANGE,
953                angle: SPOT_ANGLE,
954            })
955            .shadow(),
956        );
957        ctx.light(
958            Light::point(butterfly_pos, BUTTERFLY_LIGHT_COLOR, BUTTERFLY_LIGHT_RANGE).shadow(),
959        );
960
961        ctx.draw(
962            Plane
963                .at(Transform::from_scale(Vec3::new(
964                    GROUND_SIZE,
965                    1.0,
966                    GROUND_SIZE,
967                )))
968                .material(Material::lit(GROUND_COLOR)),
969        );
970        for patch in HURT_PATCHES {
971            ctx.draw(
972                Plane
973                    .at(Transform::from_scale_rotation_translation(
974                        Vec3::splat(HURT_RADIUS * 2.0),
975                        Quat::IDENTITY,
976                        patch,
977                    ))
978                    .material(Material::lit(HURT_COLOR)),
979            );
980        }
981        ctx.draw(
982            Cube.at(Transform::from_scale_rotation_translation(
983                Vec3::new(SEAT_FOOTPRINT, SEAT_HEIGHT, SEAT_FOOTPRINT),
984                Quat::IDENTITY,
985                SEAT_POSITION + Vec3::Y * SEAT_HEIGHT * 0.5,
986            ))
987            .material(Material::lit(SEAT_COLOR)),
988        );
989        ctx.draw(
990            Cube.at(Transform::from_scale_rotation_translation(
991                Vec3::new(LAMP_POST_THICKNESS, LAMP_POST_HEIGHT, LAMP_POST_THICKNESS),
992                Quat::IDENTITY,
993                LAMP_POST_POSITION + Vec3::Y * LAMP_POST_HEIGHT * 0.5,
994            ))
995            .material(Material::lit(LAMP_POST_COLOR)),
996        );
997        ctx.draw(
998            Cube.at(Transform::from_scale_rotation_translation(
999                Vec3::splat(LAMP_HEAD_SIZE),
1000                Quat::IDENTITY,
1001                LAMP_POST_POSITION
1002                    + Vec3::Y * (LAMP_POST_HEIGHT + LAMP_HEAD_GAP + LAMP_HEAD_SIZE * 0.5),
1003            ))
1004            .material(Material::color(Color::BLACK).emissive(LAMP_LIGHT_COLOR)),
1005        );
1006        ctx.draw(
1007            Cube.at(Transform::from_scale_rotation_translation(
1008                Vec3::splat(SPOT_FIXTURE_SIZE),
1009                Quat::IDENTITY,
1010                SPOT_POSITION + Vec3::Y * SPOT_FIXTURE_SIZE * 0.5,
1011            ))
1012            .material(Material::lit(SPOT_FIXTURE_COLOR)),
1013        );
1014
1015        ctx.draw(
1016            Elf.at(Transform::from_rotation_translation(
1017                Quat::from_rotation_y(self.elf_yaw),
1018                elf_pos + Vec3::Y * elf_height,
1019            ))
1020            .posed(&self.elf_animator),
1021        );
1022        ctx.draw(
1023            Elf.at(Transform::from_rotation_translation(
1024                Quat::from_rotation_y(core::f32::consts::PI),
1025                SCRUBBED_ELF_POSITION,
1026            ))
1027            .posed(&self.scrubbed_animator),
1028        );
1029        ctx.draw(
1030            Butterfly
1031                .at(Transform::from_rotation_translation(
1032                    Quat::from_rotation_y(butterfly_yaw),
1033                    butterfly_pos,
1034                ))
1035                .posed(&self.butterfly_animator)
1036                .material(Material::lit(Color::WHITE).emissive(BUTTERFLY_EMISSIVE)),
1037        );
1038
1039        self.draw_prompts(ctx, camera);
1040        self.panel(ctx);
1041    }
Source

pub fn from_scale_rotation_translation( scale: Vec3, rotation: Quat, translation: Vec3, ) -> Self

Sized, then turned, then moved.

Examples found in repository?
examples/stress-preview.rs (lines 411-415)
403    fn draw_field(&self, ctx: &mut FrameContext<'_, Self>, elapsed: f32) {
404        for entry in &self.field {
405            let yaw = if self.settings.moving && entry.moving {
406                entry.phase + elapsed * MOVING_SPEED
407            } else {
408                entry.phase
409            };
410            ctx.draw(
411                Rock { seed: entry.seed }.at(Transform::from_scale_rotation_translation(
412                    Vec3::ONE,
413                    Quat::from_rotation_y(yaw),
414                    entry.position,
415                )),
416            );
417        }
418    }
More examples
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examples/flock-parallelism.rs (lines 679-683)
674    fn draw_butterflies(&self, ctx: &mut FrameContext<'_, Self>) {
675        for (position, velocity, kind) in self.butterflies.each() {
676            let rotation = Quat::from_rotation_arc(Vec3::Z, Vec3::from(velocity).normalize());
677            ctx.draw(
678                Butterfly
679                    .at(Transform::from_scale_rotation_translation(
680                        Vec3::splat(BUTTERFLY_SCALE),
681                        rotation,
682                        Vec3::from(position),
683                    ))
684                    .posed(&self.flaps[usize::from(kind.flap)])
685                    .material(Material::lit(TINTS[usize::from(kind.tint)])),
686            );
687        }
688    }
examples/ui-fonts.rs (lines 672-676)
657    fn draw_station(&self, ctx: &mut FrameContext<'_, Self>, station: StationKind) {
658        let look = station.look();
659        let center = station.center();
660        let front_offset =
661            STATION_SIZE.z * 0.5 - STATION_FRONT_SIZE.z * 0.5 + STATION_FRONT_OUTWARD;
662        let front = center - Vec3::new(0.0, 0.0, front_offset);
663        for (size, position, material) in [
664            (STATION_SIZE, center, Material::lit(look.color)),
665            (
666                STATION_FRONT_SIZE,
667                front,
668                Material::color(Color::BLACK).emissive(look.glow),
669            ),
670        ] {
671            ctx.draw(
672                Cube.at(Transform::from_scale_rotation_translation(
673                    size,
674                    Quat::IDENTITY,
675                    position,
676                ))
677                .material(material),
678            );
679        }
680    }
examples/post-effects.rs (lines 103-107)
90    fn draw_scene(&self, ctx: &mut FrameContext<'_, Self>) {
91        ctx.light(Light::directional(SUN_DIRECTION, SUN_COLOR).shadow());
92
93        ctx.draw(
94            Plane
95                .at(Transform::from_scale(Vec3::new(
96                    GROUND_SIZE,
97                    1.0,
98                    GROUND_SIZE,
99                )))
100                .material(Material::lit(GROUND_COLOR)),
101        );
102        ctx.draw(
103            Cube.at(Transform::from_scale_rotation_translation(
104                Vec3::splat(GLOW_SIZE),
105                Quat::IDENTITY,
106                GLOW_POSITION,
107            ))
108            .material(Material::color(Color::BLACK).emissive(GLOW_COLOR)),
109        );
110        for position in SPHERE_POSITIONS {
111            ctx.draw(
112                Sphere {
113                    subdivisions: SPHERE_SUBDIVISIONS,
114                }
115                .at(position)
116                .material(Material::lit(SPHERE_COLOR)),
117            );
118        }
119    }
examples/breakout-game.rs (lines 619-623)
604    fn draw_court(&self, ctx: &mut FrameContext<'_, Breakout>) {
605        ctx.draw(
606            Plane
607                .at(Transform::from_scale(Vec3::new(
608                    COURT_HALF_WIDTH * 2.0,
609                    1.0,
610                    COURT_HALF_DEPTH * 2.0,
611                )))
612                .material(Material::lit(FLOOR_COLOR)),
613        );
614
615        let side_half = Vec3::new(WALL_THICKNESS * 0.5, WALL_HEIGHT * 0.5, COURT_HALF_DEPTH);
616        for side in [-1.0, 1.0] {
617            let x = side * (COURT_HALF_WIDTH - WALL_THICKNESS * 0.5);
618            ctx.draw(
619                Cube.at(Transform::from_scale_rotation_translation(
620                    side_half * 2.0,
621                    Quat::IDENTITY,
622                    Vec3::new(x, side_half.y, 0.0),
623                ))
624                .material(Material::lit(WALL_COLOR)),
625            );
626        }
627
628        let top_half = Vec3::new(COURT_HALF_WIDTH, WALL_HEIGHT * 0.5, WALL_THICKNESS * 0.5);
629        ctx.draw(
630            Cube.at(Transform::from_scale_rotation_translation(
631                top_half * 2.0,
632                Quat::IDENTITY,
633                Vec3::new(0.0, top_half.y, -COURT_HALF_DEPTH + WALL_THICKNESS * 0.5),
634            ))
635            .material(Material::lit(WALL_COLOR)),
636        );
637    }
638
639    fn draw_bricks(&self, ctx: &mut FrameContext<'_, Breakout>) {
640        let scale = Vec3::new(
641            BRICK_HALF_WIDTH * 2.0,
642            BRICK_HALF_HEIGHT * 2.0,
643            BRICK_HALF_DEPTH * 2.0,
644        );
645        for brick in self.bricks.iter().filter(|brick| brick.hits_remaining > 0) {
646            let health = f32::from(brick.hits_remaining) / f32::from(BRICK_HITS);
647            let color = BRICK_ROW_COLORS[brick.row].dimmed(0.4 + 0.6 * health);
648            ctx.draw(
649                Cube.at(Transform::from_scale_rotation_translation(
650                    scale,
651                    Quat::IDENTITY,
652                    brick.position,
653                ))
654                .material(Material::shaded(color, health)),
655            );
656        }
657    }
658
659    /// Draws the live spark burst: additive, tumbling by roll as they age,
660    /// shrinking and fading out over their lifetime.
661    fn draw_sparks(&self, ctx: &mut FrameContext<'_, Breakout>) {
662        for spark in &self.sparks {
663            let age = (spark.age / SPARK_LIFETIME).clamp(0.0, 1.0);
664            let fade = 1.0 - age;
665            let size = SPARK_SIZE_START.lerp(SPARK_SIZE_END, age);
666            ctx.draw(
667                Quad.at(Transform::from_scale_rotation_translation(
668                    Vec3::splat(size),
669                    Quat::IDENTITY,
670                    spark.position,
671                ))
672                .billboard()
673                .roll(spark.roll + spark.age * SPARK_SPIN_SPEED)
674                .material(
675                    Material::color(spark.color.with_alpha(fade))
676                        .emissive(spark.color.dimmed(SPARK_EMISSIVE_PEAK))
677                        .additive(),
678                ),
679            );
680        }
681    }
682
683    /// Draws the ball's ghost trail, each ghost smaller and more transparent
684    /// than the one ahead of it; each ghost's position interpolates between
685    /// its own last two resolved ticks by the same `alpha` the ball itself
686    /// draws at, and its radius clamps to what the ball's own radius has
687    /// left over its distance from the head, so a ghost still close to the
688    /// ball never draws past its edge.
689    fn draw_trail(&self, ctx: &mut FrameContext<'_, Breakout>, alpha: f32) {
690        let head = self.ball_trail[1].lerp(self.ball_trail[0], alpha);
691        for i in 0..TRAIL_LEN {
692            let position = self.ball_trail[i + 1].lerp(self.ball_trail[i], alpha);
693            let age = (i + 1) as f32 / TRAIL_LEN as f32;
694            let fade = (1.0 - age).max(TRAIL_ALPHA_FLOOR);
695            let radius = (BALL_RADIUS * TRAIL_SCALE_MIN.lerp(TRAIL_SCALE_MAX, fade))
696                .min((BALL_RADIUS - head.distance(position)).max(0.0));
697            let scale = Vec3::splat(radius * 2.0);
698            ctx.draw(
699                Sphere { subdivisions: 2 }
700                    .at(Transform::from_scale_rotation_translation(
701                        scale,
702                        Quat::IDENTITY,
703                        position,
704                    ))
705                    .material(
706                        Material::color(BALL_GLOW.with_alpha(fade))
707                            .emissive(BALL_EMISSIVE.dimmed(TRAIL_EMISSIVE_PEAK)),
708                    ),
709            );
710        }
711    }
712
713    /// Draws one held ball for every life past the one in play, set in a
714    /// row alongside the paddle's own path.
715    fn draw_lives(&self, ctx: &mut FrameContext<'_, Breakout>) {
716        let held_lives = self.lives.saturating_sub(1);
717        for slot in 0..held_lives {
718            let z = PADDLE_Z + (slot + 1) as f32 * LIFE_ROW_SPACING;
719            ctx.draw(
720                Sphere { subdivisions: 2 }
721                    .at(Transform::from_scale_rotation_translation(
722                        Vec3::splat(BALL_RADIUS * 2.0),
723                        Quat::IDENTITY,
724                        Vec3::new(LIFE_ROW_X, BALL_RADIUS, z),
725                    ))
726                    .material(
727                        Material::color(BALL_GLOW)
728                            .emissive(BALL_EMISSIVE)
729                            .additive(),
730                    ),
731            );
732        }
733    }
734
735    fn overlay(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
736        let bricks_left = self
737            .bricks
738            .iter()
739            .filter(|brick| brick.hits_remaining > 0)
740            .count();
741        // Read before `ctx.ui` so a rebind changes what the hint reads this
742        // frame too.
743        let move_hint = bindings_text(ctx.bindings(Move::Paddle));
744        let pause_hint = bindings_text(ctx.bindings(Button::Pause));
745        let serve_hint = bindings_text(ctx.bindings(Button::Serve));
746        ctx.ui(|ui| {
747            ui.horizontal(|ui| {
748                ui.label(egui::RichText::new(format!("score {}", self.score)).size(32.0));
749                ui.label(format!("{bricks_left} bricks left"));
750            });
751            ui.label(format!("move: {move_hint} · {pause_hint} to pause"));
752            if self.phase == Phase::Serving {
753                ui.label(format!("{serve_hint} to serve"));
754            }
755        });
756
757        match self.phase {
758            Phase::Serving | Phase::Playing if self.paused => self.menu(ctx, "paused", false),
759            Phase::Won => self.menu(ctx, "you win", true),
760            Phase::Lost => self.menu(ctx, "game over", true),
761            _ => {}
762        }
763    }
764
765    fn menu(&mut self, ctx: &mut FrameContext<'_, Breakout>, title: &str, over: bool) {
766        let mut clicked = false;
767        let mut quit = false;
768
769        // `ctx.ui` cannot borrow `ctx`, so anything the controls list needs is
770        // read first and applied after.
771        let buttons: Vec<(Button, String)> = Button::all()
772            .into_iter()
773            .map(|action| (action, bindings_text(ctx.bindings(action))))
774            .collect();
775        let axes: Vec<(Move, String)> = Move::all()
776            .into_iter()
777            .map(|action| (action, bindings_text(ctx.bindings(action))))
778            .collect();
779        let listening = self.listening;
780        let actuated_button = (!ctx.ui_wants_keyboard())
781            .then(|| ctx.actuated_button())
782            .flatten();
783        let actuated_axis = (!ctx.ui_wants_keyboard())
784            .then(|| ctx.actuated_axis())
785            .flatten();
786        let mut reset = None;
787
788        ctx.ui(|ui| {
789            egui::Window::new(title)
790                .collapsible(false)
791                .resizable(false)
792                .anchor(egui::Align2::CENTER_CENTER, egui::Vec2::ZERO)
793                .show(ui.ctx(), |ui| {
794                    if over {
795                        ui.label(format!("score {}", self.score));
796                    }
797                    if !over {
798                        ui.add(
799                            egui::Slider::new(&mut self.master_volume, 0.0..=1.0).text("volume"),
800                        );
801                        if ui.button("resume").clicked() {
802                            self.paused = false;
803                            clicked = true;
804                        }
805                        ui.separator();
806                        ui.heading("controls");
807                        for (action, text) in &buttons {
808                            controls_row(
809                                ui,
810                                action.name(),
811                                text,
812                                listening == Some(Listening::Button(*action)),
813                                &mut self.listening,
814                                Listening::Button(*action),
815                                &mut reset,
816                            );
817                        }
818                        for (action, text) in &axes {
819                            controls_row(
820                                ui,
821                                action.name(),
822                                text,
823                                listening == Some(Listening::Move(*action)),
824                                &mut self.listening,
825                                Listening::Move(*action),
826                                &mut reset,
827                            );
828                        }
829                    }
830                    if ui.button("restart").clicked() {
831                        self.restart();
832                        clicked = true;
833                    }
834                    if ui.button("quit").clicked() {
835                        quit = true;
836                    }
837                });
838        });
839
840        match (self.listening, actuated_button, actuated_axis) {
841            (Some(Listening::Button(action)), Some(binding), _) => {
842                ctx.rebind(action, vec![binding]);
843                self.listening = None;
844            }
845            (Some(Listening::Move(action)), _, Some(binding)) => {
846                ctx.rebind(action, vec![binding]);
847                self.listening = None;
848            }
849            _ => {}
850        }
851        match reset {
852            Some(Listening::Button(action)) => ctx.rebind(action, action.bindings()),
853            Some(Listening::Move(action)) => ctx.rebind(action, action.bindings()),
854            None => {}
855        }
856
857        if clicked {
858            ctx.play(Sound::Click);
859        }
860        if quit {
861            ctx.close();
862        }
863    }
864
865    /// Sustains both tracks every frame, and the gain goes to whichever the
866    /// game calls for: gameplay music while a round is live, serving
867    /// included, and menu music whenever a menu covers it.
868    ///
869    /// Each fades in over [`MUSIC_CROSSFADE`] and slides every later gain
870    /// over it, which is the crossfade itself; the one at no gain costs no
871    /// voice while its playback goes on under the other.
872    fn sustain_music(&self, ctx: &mut FrameContext<'_, Breakout>) {
873        let playing = !self.paused && matches!(self.phase, Phase::Serving | Phase::Playing);
874        let gain = |wanted: bool| match wanted {
875            true => MUSIC_GAIN,
876            false => 0.0,
877        };
878
879        ctx.sustain(
880            Sound::Music
881                .gain(gain(playing))
882                .fade(MUSIC_CROSSFADE)
883                .glide(MUSIC_CROSSFADE)
884                .loop_from(MUSIC_LOOP_FROM),
885        );
886        ctx.sustain(
887            Sound::MenuMusic
888                .gain(gain(!playing))
889                .fade(MUSIC_CROSSFADE)
890                .glide(MUSIC_CROSSFADE)
891                .loop_from(MENU_MUSIC_LOOP_FROM),
892        );
893    }
894}
895
896/// One action's name, its live bindings, a rebind control that starts
897/// listening for a new one, and a reset to its defaults; cancel is a
898/// button rather than Escape, since Escape is itself a binding a listen
899/// could capture.
900fn controls_row(
901    ui: &mut egui::Ui,
902    name: &str,
903    bindings: &str,
904    listening: bool,
905    target: &mut Option<Listening>,
906    action: Listening,
907    reset: &mut Option<Listening>,
908) {
909    ui.horizontal(|ui| {
910        ui.label(format!("{name}: {bindings}"));
911        if listening {
912            ui.label("listening");
913            if ui.button("cancel").clicked() {
914                *target = None;
915            }
916        } else if ui.button("rebind").clicked() {
917            *target = Some(action);
918        }
919        if ui.button("reset").clicked() {
920            *reset = Some(action);
921        }
922    });
923}
924
925/// The controls-menu text for a live binding list: each alternative,
926/// separated, in the order the player can use them.
927fn bindings_text<B: Display>(bindings: Vec<B>) -> String {
928    bindings
929        .iter()
930        .map(ToString::to_string)
931        .collect::<Vec<_>>()
932        .join(", ")
933}
934
935fn spawn_bricks() -> Vec<Brick> {
936    let cell = BRICK_HALF_WIDTH * 2.0 + BRICK_GAP;
937    let row_span = BRICK_HALF_DEPTH * 2.0 + BRICK_ROW_GAP;
938    let grid_width = cell * BRICK_COLUMNS as f32 - BRICK_GAP;
939    let start_x = -grid_width * 0.5 + BRICK_HALF_WIDTH;
940    let start_z = -COURT_HALF_DEPTH + WALL_THICKNESS + BRICK_HALF_DEPTH + 0.6;
941
942    (0..BRICK_ROWS)
943        .flat_map(|row| {
944            (0..BRICK_COLUMNS).map(move |column| Brick {
945                row,
946                position: Vec3::new(
947                    start_x + column as f32 * cell,
948                    BRICK_HALF_HEIGHT,
949                    start_z + row as f32 * row_span,
950                ),
951                hits_remaining: BRICK_HITS,
952            })
953        })
954        .collect()
955}
956
957impl Game for Breakout {
958    type Meshes = Shape;
959    type Sounds = Sound;
960    type InputActions = Controls;
961    type Skyboxes = NoSkyboxes;
962    type SurfaceStyles = NoSurfaceStyles;
963    type PostEffects = NoPostEffects;
964
965    fn tick(&mut self, ctx: &mut TickContext<'_, Breakout>) {
966        if self.paused {
967            return;
968        }
969
970        let dt = ctx.dt().as_secs_f32();
971        self.paddle_flash = (self.paddle_flash - dt).max(0.0);
972        self.brick_flash = (self.brick_flash - dt).max(0.0);
973        self.life_lost_flash = (self.life_lost_flash - dt).max(0.0);
974        self.step_sparks(dt);
975
976        // Decay runs before the end-screen return below, so the last pulse and
977        // burst do not stay on screen.
978        if matches!(self.phase, Phase::Won | Phase::Lost) {
979            return;
980        }
981
982        let axis = if ctx.ui_wants_keyboard() {
983            0.0
984        } else {
985            ctx.axis(Move::Paddle)
986        };
987        self.step_paddle(axis, dt);
988
989        match self.phase {
990            Phase::Serving => self.hold_ball(ctx),
991            _ => self.step_ball(ctx, dt),
992        }
993    }
994
995    fn frame(&mut self, ctx: &mut FrameContext<'_, Breakout>) {
996        if matches!(self.phase, Phase::Serving | Phase::Playing) && ctx.pressed(Button::Pause) {
997            self.paused = !self.paused;
998        }
999
1000        ctx.set_volume(self.master_volume);
1001        self.sustain_music(ctx);
1002
1003        ctx.set_camera(Self::camera());
1004
1005        let brick_pulse = (self.brick_flash / BRICK_FLASH).clamp(0.0, 1.0);
1006        ctx.set_bloom((BLOOM_BASE + brick_pulse * BLOOM_PULSE_PEAK).clamp(0.0, 1.0));
1007
1008        let life_lost_t = (self.life_lost_flash / LIFE_LOST_FLASH).clamp(0.0, 1.0);
1009        ctx.set_exposure((1.0 - life_lost_t * EXPOSURE_DIP_DEPTH).clamp(0.0, 1.0));
1010
1011        // The tick moves nothing behind a menu, so a frame there draws the last
1012        // step whole rather than interpolating from the one before.
1013        let alpha = match self.phase {
1014            Phase::Serving | Phase::Playing if !self.paused => ctx.alpha(),
1015            _ => 1.0,
1016        };
1017        let paddle_x = self.paddle_prev_x.lerp(self.paddle_x, alpha);
1018        let ball_pos = self.ball_prev.lerp(self.ball_pos, alpha);
1019
1020        ctx.light(Light::point(ball_pos, BALL_GLOW, BALL_LIGHT_RANGE).shadow());
1021
1022        self.draw_court(ctx);
1023        self.draw_bricks(ctx);
1024        self.draw_sparks(ctx);
1025        self.draw_lives(ctx);
1026
1027        ctx.draw(
1028            Paddle
1029                .at(Transform::from_translation(Vec3::new(
1030                    paddle_x,
1031                    PADDLE_HALF_HEIGHT,
1032                    PADDLE_Z,
1033                )))
1034                .material_of(PaddlePart::Face, self.paddle_face_material()),
1035        );
1036
1037        self.draw_trail(ctx, alpha);
1038        ctx.draw(
1039            Sphere { subdivisions: 2 }
1040                .at(Transform::from_scale_rotation_translation(
1041                    Vec3::splat(BALL_RADIUS * 2.0),
1042                    Quat::IDENTITY,
1043                    ball_pos,
1044                ))
1045                .material(
1046                    Material::color(BALL_GLOW)
1047                        .emissive(BALL_EMISSIVE)
1048                        .additive(),
1049                ),
1050        );
1051
1052        self.overlay(ctx);
1053    }
examples/isometric-board.rs (lines 512-516)
492    fn draw_board(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
493        let scale = Vec3::new(TILE_SIZE - TILE_GAP, TILE_THICKNESS, TILE_SIZE - TILE_GAP);
494        for col in 0..BOARD_TILES {
495            for row in 0..BOARD_TILES {
496                let tile = (col, row);
497                let center = tile_center(tile) - Vec3::Y * (TILE_THICKNESS * 0.5);
498                let reachable = self.selected && self.reachable(tile);
499                let hovered = self.selected && hover == Hover::Tile(tile);
500                let color = if hovered {
501                    if reachable {
502                        HOVER_REACHABLE_TILE
503                    } else {
504                        HOVER_BLOCKED_TILE
505                    }
506                } else if (col + row) % 2 == 0 {
507                    LIGHT_TILE
508                } else {
509                    DARK_TILE
510                };
511                ctx.draw(
512                    Cube.at(Transform::from_scale_rotation_translation(
513                        scale,
514                        Quat::IDENTITY,
515                        center,
516                    ))
517                    .material(Material::lit(color)),
518                );
519                if reachable && !hovered {
520                    self.draw_reachable_mark(ctx, tile);
521                }
522            }
523        }
524    }
525
526    /// A mark over a reachable tile, its own tone apart from the
527    /// checker's tone and the hover tone, so the checker still reads
528    /// under it.
529    fn draw_reachable_mark(&self, ctx: &mut FrameContext<'_, Board>, tile: (i32, i32)) {
530        let center = tile_center(tile) + Vec3::Y * REACHABLE_MARK_LIFT;
531        ctx.draw(
532            Plane
533                .at(Transform::from_scale_rotation_translation(
534                    Vec3::new(
535                        TILE_SIZE * REACHABLE_MARK_SCALE,
536                        1.0,
537                        TILE_SIZE * REACHABLE_MARK_SCALE,
538                    ),
539                    Quat::IDENTITY,
540                    center,
541                ))
542                .material(Material::color(REACHABLE_MARK)),
543        );
544    }
545
546    /// A mark bright enough to read past the sprite's own tint under the
547    /// selected unit, or a smaller, dim one under the unit whose turn it
548    /// is while nothing is selected — so the current unit reads from the
549    /// ground alone.
550    fn draw_current_mark(&self, ctx: &mut FrameContext<'_, Board>) {
551        let (color, scale) = if self.selected {
552            (CURRENT_MARK, CURRENT_MARK_SCALE)
553        } else {
554            (TURN_MARK, TURN_MARK_SCALE)
555        };
556        let center = tile_center(self.current().tile) + Vec3::Y * REACHABLE_MARK_LIFT;
557        ctx.draw(
558            Plane
559                .at(Transform::from_scale_rotation_translation(
560                    Vec3::new(TILE_SIZE * scale, 1.0, TILE_SIZE * scale),
561                    Quat::IDENTITY,
562                    center,
563                ))
564                .material(Material::color(color)),
565        );
566    }
567
568    fn draw_rocks(&self, ctx: &mut FrameContext<'_, Board>) {
569        for &(x, z, seed, scale) in &ROCKS {
570            let angle = hash_signed(seed, 99) * core::f32::consts::PI;
571            ctx.draw(
572                Rock { seed }
573                    .at(Transform::from_scale_rotation_translation(
574                        Vec3::splat(scale),
575                        Quat::from_rotation_y(angle),
576                        Vec3::new(x, 0.5 * scale, z),
577                    ))
578                    .material(Material::lit(ROCK_COLOR)),
579            );
580        }
581    }
582
583    fn draw_sprite(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
584        let position = self.sprite.previous.lerp(self.sprite.position, ctx.alpha());
585        let current = self.turn == Turn::Sprite;
586        let (tint, glow) = if current && self.selected {
587            (SELECTED_TINT, SELECTED_GLOW)
588        } else if current && hover == Hover::CurrentUnit {
589            (HOVER_TINT, HOVER_GLOW)
590        } else if current {
591            (TURN_TINT, TURN_GLOW)
592        } else {
593            (Color::WHITE, Color::BLACK)
594        };
595        ctx.draw(
596            Sprite
597                .at(Transform::from_scale_rotation_translation(
598                    Vec3::new(SPRITE_WIDTH, SPRITE_HEIGHT, 1.0),
599                    Quat::IDENTITY,
600                    position,
601                ))
602                .upright()
603                .frame(sprite_frame(self.sprite.facing_right))
604                .material(Material::lit(tint).cutout().emissive(glow)),
605        );
606    }
607
608    fn draw_block(&self, ctx: &mut FrameContext<'_, Board>, hover: Hover) {
609        let position = self.block.previous.lerp(self.block.position, ctx.alpha());
610        let current = self.turn == Turn::Block;
611        let (color, glow) = if current && self.selected {
612            (SELECTED_TINT, SELECTED_GLOW)
613        } else if current && hover == Hover::CurrentUnit {
614            (HOVER_TINT, HOVER_GLOW)
615        } else if current {
616            (BLOCK_TURN, TURN_GLOW)
617        } else {
618            (BLOCK_IDLE, Color::BLACK)
619        };
620        ctx.draw(
621            Cube.at(Transform::from_scale_rotation_translation(
622                Vec3::splat(BLOCK_SIZE),
623                Quat::IDENTITY,
624                position,
625            ))
626            .material(Material::lit(color).emissive(glow)),
627        );
628    }
629
630    fn draw_ground(&self, ctx: &mut FrameContext<'_, Board>) {
631        ctx.draw(
632            Plane
633                .at(Transform::from_scale_rotation_translation(
634                    Vec3::new(GROUND_HALF * 2.0, 1.0, GROUND_HALF * 2.0),
635                    Quat::IDENTITY,
636                    Vec3::new(0.0, GROUND_Y, 0.0),
637                ))
638                .material(Material::lit(GROUND_COLOR)),
639        );
640    }
Source

pub const fn matrix(self) -> Mat4

The matrix that takes mesh space to world space.

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impl Clone for Transform

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Transform

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impl Debug for Transform

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

Formats the value using the given formatter. Read more
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impl Default for Transform

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impl From<Mat4> for Transform

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fn from(matrix: Mat4) -> Self

A matrix a game built itself; only its affine part is kept.

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impl From<Vec3> for Transform

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fn from(translation: Vec3) -> Self

A position.

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impl Mul for Transform

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fn mul(self, after: Self) -> Self

This transform applied over after — matrix order, so base * track.at(elapsed) places the animation within base.

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type Output = Transform

The resulting type after applying the * operator.
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impl PartialEq for Transform

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
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fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Pod for Transform

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impl StructuralPartialEq for Transform

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impl Zeroable for Transform

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fn zeroed() -> Self

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn into(self) -> U

Calls U::from(self).

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

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impl<T> IntoEither for T

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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
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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
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impl<T> NoUninit for T
where T: Pod,

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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

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impl<T> SerializableAny for T
where T: 'static + Any + Clone + for<'a> Send + Sync,

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impl<T, S> SimdFrom<T, S> for T
where S: Simd,

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fn simd_from(_simd: S, value: T) -> T

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impl<F, T, S> SimdInto<T, S> for F
where T: SimdFrom<F, S>, S: Simd,

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fn simd_into(self, simd: S) -> T

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

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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

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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, !>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,

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impl<T> WithSubscriber for T

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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
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fn with_current_subscriber(self) -> WithDispatch<Self>

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