pub struct GLTFSystem { /* private fields */ }Implementations§
Source§impl GLTFSystem
impl GLTFSystem
pub fn new() -> Self
pub fn register_component(&mut self, component_id: ComponentId)
pub fn tracked_components(&self) -> impl Iterator<Item = ComponentId> + '_
pub fn tracked_component_count(&self) -> usize
pub fn cached_resource_count(&self) -> usize
pub fn cached_mesh_count(&self) -> usize
pub fn cached_texture_count(&self) -> usize
pub fn cached_cpu_bytes(&self) -> usize
Sourcepub fn tick_with_queue(
&mut self,
world: &mut World,
visuals: &mut VisualWorld,
skinned_mesh: &mut SkinnedMeshSystem,
emit: &mut dyn SignalEmitter,
_dt_sec: f32,
)
pub fn tick_with_queue( &mut self, world: &mut World, visuals: &mut VisualWorld, skinned_mesh: &mut SkinnedMeshSystem, emit: &mut dyn SignalEmitter, _dt_sec: f32, )
Discover GLTFComponents and spawn their node/renderable hierarchy.
This runs during SystemWorld::tick so we have access to a SignalEmitter via
world.init_component_tree(..., emit).
Examples found in repository?
More examples
examples/bisket-vr-demo.rs (lines 318-324)
278fn main() {
279 mittens_engine::example_support::ensure_model_assets();
280 utils::logger::init();
281
282 let world = engine::ecs::World::default();
283 let mut universe = engine::Universe::new(world);
284
285 let output = scripting::MeowMeowRunner::eval_with_world_and_assets_at_path(
286 include_str!("bisket-vr-demo.mms"),
287 Some("examples/bisket-vr-demo.mms"),
288 &mut universe.world,
289 &mut universe.systems.rx,
290 Some(&mut universe.render_assets),
291 &mut universe.command_queue,
292 );
293
294 for error in &output.errors {
295 eprintln!("[mms] {error}");
296 }
297 println!(
298 "[mms] {} intent(s) from bisket-vr-demo.mms",
299 output.intents.len()
300 );
301
302 let scope = engine::ecs::ComponentId::default();
303 for intent in output.intents {
304 universe.command_queue.push_intent_now(scope, intent);
305 }
306
307 universe.systems.process_commands(
308 &mut universe.world,
309 &mut universe.visuals,
310 &mut universe.render_assets,
311 &mut universe.command_queue,
312 );
313
314 // Force the glTF subtree to spawn so the armature exists before we query for
315 // bone markers (otherwise the bone components aren't in the world yet).
316 {
317 let systems = &mut universe.systems;
318 systems.gltf.tick_with_queue(
319 &mut universe.world,
320 &mut universe.visuals,
321 &mut systems.skinned_mesh,
322 &mut universe.command_queue,
323 0.0,
324 );
325 }
326 universe.systems.process_commands(
327 &mut universe.world,
328 &mut universe.visuals,
329 &mut universe.render_assets,
330 &mut universe.command_queue,
331 );
332
333 // Find any global root to start the descendant search from. Scanning all
334 // components is fine here — this only runs once at startup.
335 let roots: Vec<engine::ecs::ComponentId> = universe
336 .world
337 .all_components()
338 .filter(|&id| universe.world.parent_of(id).is_none())
339 .collect();
340
341 // ----------------------------------------------------------------------
342 // Dump button — click to print a bone snapshot for offline analysis.
343 //
344 // Topology: scene_root → OV → button_t → button_r (+ C, EM, Raycastable).
345 // OV phase so the cube is visible through the avatar body in first-person VR.
346 // Click handler walks the cached bone list, prints world pos + segment
347 // lengths to stdout. Compare with bisket-vr-debug harness output.
348 // ----------------------------------------------------------------------
349 {
350 // Resolve AVC + driven_t for the dump.
351 let avc_id_opt = universe.world.all_components().find(|&id| {
352 universe
353 .world
354 .get_component_by_id_as::<AvatarControlComponent>(id)
355 .is_some()
356 });
357 if let Some(avc_id) = avc_id_opt {
358 let driven_t = universe.world.parent_of(avc_id).unwrap_or(avc_id);
359 let head_ik_offset_yaw = universe
360 .world
361 .get_component_by_id_as::<AvatarControlComponent>(avc_id)
362 .map(|c| {
363 if c.forward_plus_z {
364 0.0
365 } else {
366 std::f32::consts::PI
367 }
368 })
369 .unwrap_or(std::f32::consts::PI);
370
371 // Find each bone under any root (model_root is unique per avatar here).
372 let mut bones: Vec<(String, ComponentId)> = Vec::new();
373 for name in DUMP_BONES {
374 let sel = format!("[name='{}']", name);
375 if let Some(bone) = roots.iter().find_map(|&r| universe.find_component(r, &sel)) {
376 bones.push((name.to_string(), bone));
377 } else {
378 eprintln!("[dump] bone not found: {}", name);
379 }
380 }
381 // splice_head = parent of head bone (runtime-inserted by AVC).
382 let splice_head = bones
383 .iter()
384 .find(|(n, _)| n == "J_Bip_C_Head")
385 .and_then(|(_, head)| universe.world.parent_of(*head))
386 .unwrap_or(avc_id);
387
388 let head_bone = bones
389 .iter()
390 .find(|(n, _)| n == "J_Bip_C_Head")
391 .map(|(_, id)| *id)
392 .unwrap_or(splice_head);
393
394 let upper_chest = bones
395 .iter()
396 .find(|(n, _)| n == "J_Bip_C_UpperChest")
397 .map(|(_, id)| *id);
398
399 // Find CameraXR + its transform wrapper to recover authored eye offset.
400 let cxr_id = universe.world.all_components().find(|&cid| {
401 universe
402 .world
403 .get_component_by_id_as::<mittens_engine::engine::ecs::component::CameraXRComponent>(cid)
404 .is_some()
405 });
406 let camera_wrapper_t = cxr_id.and_then(|cid| {
407 universe.world.parent_of(cid).filter(|&p| {
408 universe
409 .world
410 .get_component_by_id_as::<TransformComponent>(p)
411 .is_some()
412 })
413 });
414 let authored_eye_offset_head_local = camera_wrapper_t
415 .and_then(|t| {
416 universe
417 .world
418 .get_component_by_id_as::<TransformComponent>(t)
419 })
420 .map(|t| t.transform.translation)
421 .unwrap_or([0.0, 0.0, 0.0]);
422
423 let _ = DUMP_TARGETS.set(DumpTargets {
424 bones,
425 driven_t,
426 splice_head,
427 head_bone,
428 upper_chest,
429 camera_wrapper_t,
430 authored_eye_offset_head_local,
431 head_ik_offset_yaw,
432 });
433
434 // Spawn the button. Position chosen so it's reachable in-VR from
435 // a standing pose: 0.35 m to the right, hip-height, slightly out.
436 let btn_t = universe.world.add_component(
437 TransformComponent::new()
438 .with_position(0.35, 1.05, -0.35)
439 .with_scale(0.06, 0.06, 0.06),
440 );
441 let btn_r = universe.world.add_component(RenderableComponent::cube());
442 let btn_c = universe
443 .world
444 .add_component(ColorComponent::rgba(0.95, 0.20, 0.40, 1.0));
445 let btn_em = universe.world.add_component(EmissiveComponent::on());
446 let btn_rcast = universe
447 .world
448 .add_component(RaycastableComponent::enabled());
449 let btn_ov = universe.world.add_component(OverlayComponent::new());
450 let _ = universe.world.add_child(btn_r, btn_c);
451 let _ = universe.world.add_child(btn_r, btn_em);
452 let _ = universe.world.add_child(btn_r, btn_rcast);
453 let _ = universe.world.add_child(btn_t, btn_r);
454 let _ = universe.world.add_child(btn_ov, btn_t);
455
456 // Attach to a stable scene root (the first global root we found).
457 let scene_root = roots
458 .iter()
459 .copied()
460 .find(|&r| {
461 universe
462 .world
463 .get_component_by_id_as::<TransformComponent>(r)
464 .is_some()
465 || universe.world.children_of(r).len() > 0
466 })
467 .unwrap_or_else(|| roots[0]);
468 let _ = universe.attach(scene_root, btn_ov);
469
470 // Wire Click handler. Scope = the renderable (where the raycast hits).
471 universe.add_signal_handler(SignalKind::Click, btn_r, on_dump_click);
472
473 println!(
474 "[dump] button spawned at [0.35, 1.05, -0.35] — click in VR or with desktop pointer to dump bones"
475 );
476 } else {
477 eprintln!("[dump] AvatarControlComponent not found — skipping dump button");
478 }
479 }
480
481 for kind in [
482 SignalKind::DragStart,
483 SignalKind::DragMove,
484 SignalKind::DragEnd,
485 SignalKind::Click,
486 ] {
487 universe
488 .systems
489 .rx
490 .add_global_handler(kind, on_xr_pointer_event);
491 }
492
493 universe.enable_meow_meow_repl();
494 engine::Windowing::run_app(universe).expect("Windowing failed");
495}examples/vr-input.rs (lines 434-440)
186fn main() {
187 mittens_engine::example_support::ensure_model_assets();
188 utils::logger::init();
189
190 let options = match parse_options() {
191 Ok(options) => options,
192 Err(message) => {
193 eprintln!("{message}");
194 std::process::exit(2);
195 }
196 };
197
198 println!(
199 "[vr-input] xr controller rotation filter pipeline: {}",
200 if options.xr_controller_rotation_filter {
201 "enabled"
202 } else {
203 "disabled"
204 }
205 );
206
207 let world = engine::ecs::World::default();
208 let mut universe = engine::Universe::new(world);
209
210 let renderer_settings = universe
211 .world
212 .add_component(RendererSettingsComponent::msaa_off().with_window_size(320, 240));
213 universe.add(renderer_settings);
214
215 let render_graph = universe.world.add_component(RenderGraphComponent::new());
216 let emissive_pass = universe.world.add_component(EmissivePassComponent::new());
217 let blur_pass = universe.world.add_component(
218 BlurPassComponent::new()
219 .with_radius_ndc(0.06)
220 .with_half_res(true),
221 );
222 let bloom = universe.world.add_component(
223 BloomComponent::new()
224 .with_intensity(0.95)
225 .with_emissive_scale(1.2),
226 );
227 let _ = universe.attach(emissive_pass, blur_pass);
228 let _ = universe.attach(render_graph, emissive_pass);
229 let _ = universe.attach(render_graph, bloom);
230 universe.add(render_graph);
231
232 // Sky base.
233 let background = universe
234 .world
235 .add_component(BackgroundColorComponent::new());
236 let background_c = universe
237 .world
238 .add_component(ColorComponent::rgba(0.62, 0.80, 1.00, 1.0));
239 let _ = universe.world.add_child(background, background_c);
240 universe.add(background);
241
242 // Lighting for the model.
243 let ambient = universe
244 .world
245 .add_component(AmbientLightComponent::rgb(0.18, 0.18, 0.22));
246 universe.add(ambient);
247
248 let sun = universe.world.add_component(
249 DirectionalLightComponent::new()
250 .with_intensity(1.1)
251 .with_color(1.0, 0.98, 0.95),
252 );
253 let sun_dir = universe
254 .world
255 .add_component(TransformComponent::new().with_position(0.15, -0.45, 1.0));
256 let _ = universe.attach(sun_dir, sun);
257 universe.add(sun_dir);
258
259 // --- Desktop camera rig (for debugging while in VR) ---
260 let input = universe
261 .world
262 .add_component(InputComponent::new().with_speed(1.5));
263 let input_mode = universe.world.add_component(
264 InputTransformModeComponent::forward_z()
265 .with_fps_rotation()
266 .with_roll_axis_y(),
267 );
268 let _ = universe.attach(input, input_mode);
269
270 let desktop_rig = universe
271 .world
272 .add_component(TransformComponent::new().with_position(0.0, 1.2, 3.5));
273 let _ = universe.attach(input, desktop_rig);
274
275 let camera3d = universe.world.add_component(Camera3DComponent::new());
276 let _ = universe.attach(desktop_rig, camera3d);
277
278 let pointer = universe.world.add_component(PointerComponent::new());
279 let _ = universe.attach(camera3d, pointer);
280
281 example_util::spawn_desktop_camera_controls_hint(&mut universe, desktop_rig);
282 universe.add(input);
283
284 // --- XR rig (Aim controller debug cubes only; camera has moved to AVC) ---
285 let xr_input = universe.world.add_component(InputXRComponent::on());
286 let xr_gamepad = universe.world.add_component(
287 mittens_engine::engine::ecs::component::InputXRGamepadComponent::new().speed(1.5),
288 );
289 let xr_rig = universe.world.add_component(TransformComponent::new());
290 let _ = universe.attach(xr_input, xr_rig);
291 let _ = universe.attach(xr_input, xr_gamepad);
292
293 // renderer stats
294 let renderer_stats = universe
295 .world
296 .add_component(RendererStatsComponent::new().with_camera_target(CameraTarget::Xr));
297 let render_stats_rig = universe
298 .world
299 .add_component(TransformComponent::new().with_position(0.0, 1.85, 0.6));
300 let _ = universe.attach(render_stats_rig, renderer_stats);
301 let _ = universe.attach(xr_rig, render_stats_rig);
302
303 universe.add(xr_input);
304
305 // Background "skybox" content.
306 spawn_sun_background(&mut universe);
307
308 // --- VTuber model — single-input topology ---
309 //
310 // InputXRComponent drives body translation and head rotation through AvatarControlSystem.
311 // AvatarControlSystem:
312 // - Splices a TransformComponent under J_Bip_C_Head's parent (the neck) to drive
313 // head rotation directly. Rotating the head — not the neck — isolates the spine
314 // so the torso doesn't twist with HMD yaw.
315 // - Strips rotation from model_root (body faces body_yaw, not raw HMD yaw).
316 // - Bakes the π Y handedness correction into the head rotation math.
317 // - Smoothly rotates body to follow head when yaw delta exceeds threshold.
318 // - Measures J_Bip_C_Head local Y in the rest pose and sets model_root.y = -bone_local_y,
319 // so the head bone sits at driven_t world Y (= HMD height) with no hardcoded constant.
320 // - Re-parents CameraXRComponent under J_Bip_C_Head for first-person alignment.
321 //
322 // Topology (after AVC init):
323 // editor_root
324 // └── avatar_input_xr (InputXRComponent)
325 // └── avatar_driven_t (TransformComponent)
326 // └── AvatarControlComponent
327 // ├── body_pipeline → pipeline_output
328 // │ └── model_root (y auto-calibrated from J_Bip_C_Head)
329 // │ └── GLTFComponent → ... → J_Bip_C_Head
330 // │ └── CameraXRComponent
331 // ├── CTLXR(Left, Grip) → re-parented to lower_arm
332 // └── CTLXR(Right, Grip) → re-parented to lower_arm
333
334 let editor_root = universe.world.add_component(EditorComponent::new());
335
336 let avatar_input_xr = universe.world.add_component(InputXRComponent::on());
337 let avatar_xr_gamepad = universe.world.add_component(
338 mittens_engine::engine::ecs::component::InputXRGamepadComponent::new().speed(1.5),
339 );
340 let avatar_driven_t = universe.world.add_component(TransformComponent::new());
341 let _ = universe.attach(avatar_input_xr, avatar_driven_t);
342 let _ = universe.attach(avatar_input_xr, avatar_xr_gamepad);
343
344 // AvatarControlComponent: -Z forward (OpenXR default), body starts facing -Z (π yaw).
345 // camera_bone triggers auto-calibration of model_root.y from J_Bip_C_Head rest pose height,
346 // and causes any CameraXR/Camera3D direct children of AVC to be re-parented to that bone.
347 let avatar_control = universe.world.add_component(
348 AvatarControlComponent::new()
349 .with_head_bone("J_Bip_C_Head")
350 .with_camera_bone("J_Bip_C_Head")
351 .with_left_hand_bone("J_Bip_L_Hand")
352 .with_right_hand_bone("J_Bip_R_Hand")
353 .with_initial_yaw(std::f32::consts::PI)
354 .with_hand_rotation_smoothing(220.0),
355 );
356 let _ = universe.attach(avatar_driven_t, avatar_control);
357
358 // CameraXR as a direct child of AVC — discovered and re-parented to J_Bip_C_Head at init.
359 let camera_xr = universe.world.add_component(CameraXRComponent::on());
360 let _ = universe.attach(avatar_control, camera_xr);
361 let head_pointer = universe.world.add_component(PointerComponent::new());
362 let _ = universe.attach(camera_xr, head_pointer);
363
364 // Grip controllers for hand bone splicing — children of AvatarControlComponent so
365 // AvatarControlSystem discovers them by topology. Each needs a TransformComponent
366 // child (driven_t) that OpenXRSystem writes each tick.
367 let left_grip = universe.world.add_component(ControllerXRComponent::new(
368 true,
369 ControllerHand::Left,
370 ControllerPoseKind::Grip,
371 ));
372 let left_grip_t = universe.world.add_component(TransformComponent::new());
373 let _ = universe.attach(left_grip, left_grip_t);
374 let left_pointer = universe.world.add_component(PointerComponent::new());
375 let _ = universe.attach(left_grip_t, left_pointer);
376 let _ = universe.attach(avatar_control, left_grip);
377
378 let right_grip = universe.world.add_component(ControllerXRComponent::new(
379 true,
380 ControllerHand::Right,
381 ControllerPoseKind::Grip,
382 ));
383 let right_grip_t = universe.world.add_component(TransformComponent::new());
384 let _ = universe.attach(right_grip, right_grip_t);
385 let right_pointer = universe.world.add_component(PointerComponent::new());
386 let _ = universe.attach(right_grip_t, right_pointer);
387 let _ = universe.attach(avatar_control, right_grip);
388
389 // model_root: no explicit Y offset — AvatarControlSystem calibrates it from J_Bip_C_Head.
390 let model_root = universe.world.add_component(TransformComponent::new());
391 let model = universe
392 .world
393 .add_component(GLTFComponent::new("assets/models/pc-rei.hoodie.glb"));
394 let emissive = universe.world.add_component(EmissiveComponent::on());
395 let _ = universe.attach(model, emissive);
396
397 let _ = universe.attach(editor_root, avatar_input_xr);
398 let _ = universe.attach(avatar_control, model_root);
399 let _ = universe.attach(model_root, model);
400 universe.add(editor_root);
401
402 // --- Controller debug cubes (tracked poses) ---
403 let _left = spawn_controller_cube(
404 &mut universe,
405 xr_rig,
406 ControllerHand::Left,
407 (0.10, 0.90, 1.00, 1.0),
408 220.0,
409 options.xr_controller_rotation_filter,
410 );
411 let _right = spawn_controller_cube(
412 &mut universe,
413 xr_rig,
414 ControllerHand::Right,
415 (1.00, 0.35, 0.35, 1.0),
416 220.0,
417 options.xr_controller_rotation_filter,
418 );
419
420 // Enable OpenXR runtime.
421 let xr_root = universe.world.add_component(XrComponent::on());
422 universe.add(xr_root);
423
424 universe.systems.process_commands(
425 &mut universe.world,
426 &mut universe.visuals,
427 &mut universe.render_assets,
428 &mut universe.command_queue,
429 );
430
431 // Force the glTF subtree to spawn so we can query the armature for bone markers.
432 {
433 let systems = &mut universe.systems;
434 systems.gltf.tick_with_queue(
435 &mut universe.world,
436 &mut universe.visuals,
437 &mut systems.skinned_mesh,
438 &mut universe.command_queue,
439 0.0,
440 );
441 }
442 universe.systems.process_commands(
443 &mut universe.world,
444 &mut universe.visuals,
445 &mut universe.render_assets,
446 &mut universe.command_queue,
447 );
448
449 // Bone markers for editor inspection.
450 let marker_joints: &[(&str, (f32, f32, f32, f32))] = &[
451 ("[name='J_Bip_C_Head']", (0.85, 0.20, 0.85, 0.9)),
452 ("[name='J_Bip_C_Neck']", (0.20, 0.85, 0.85, 0.9)),
453 ("[name='J_Bip_C_UpperChest']", (0.20, 0.20, 0.85, 0.9)),
454 ("[name='J_Bip_L_UpperArm']", (0.85, 0.85, 0.20, 0.9)),
455 ("[name='J_Bip_R_UpperArm']", (0.85, 0.60, 0.20, 0.9)),
456 ];
457
458 for &(selector, color) in marker_joints {
459 let Some(bone) = universe.find_component(model_root, selector) else {
460 continue;
461 };
462 let marker_t = universe
463 .world
464 .add_component(TransformComponent::new().with_scale(0.025, 0.025, 0.025));
465 let marker_r = universe.world.add_component(RenderableComponent::cube());
466 let marker_c = universe
467 .world
468 .add_component(ColorComponent::rgba(color.0, color.1, color.2, color.3));
469 let marker_rcast = universe
470 .world
471 .add_component(RaycastableComponent::enabled());
472 let _ = universe.world.add_child(marker_r, marker_c);
473 let _ = universe.world.add_child(marker_r, marker_rcast);
474 let _ = universe.world.add_child(marker_t, marker_r);
475 let _ = universe.attach(bone, marker_t);
476 }
477
478 universe.enable_repl();
479 engine::Windowing::run_app(universe).expect("Windowing failed");
480}examples/vtuber-joints-example.rs (lines 284-290)
14fn main() {
15 mittens_engine::example_support::ensure_model_assets();
16 utils::logger::init();
17
18 let world = engine::ecs::World::default();
19 let mut universe = engine::Universe::new(world);
20
21 // Slow the global beat clock so beat-based animations run half as fast.
22 let clock = universe
23 .world
24 .add_component(ClockComponent::new().with_bpm(60.0));
25 universe.add(clock);
26
27 // Light pink background.
28 let background = universe
29 .world
30 .add_component(BackgroundColorComponent::new());
31 let background_c = universe
32 .world
33 .add_component(ColorComponent::rgba(1.0, 0.82, 0.90, 1.0));
34 let _ = universe.world.add_child(background, background_c);
35 universe.add(background);
36
37 // Small ambient so shadowed areas aren't pure black.
38 let ambient = universe
39 .world
40 .add_component(AmbientLightComponent::rgb(0.10, 0.10, 0.12));
41 universe.add(ambient);
42
43 // --- Camera rig (WASD + mouse) ---
44 let input = universe
45 .world
46 .add_component(InputComponent::new().with_speed(1.5));
47 let input_mode = universe.world.add_component(
48 InputTransformModeComponent::forward_z()
49 .with_fps_rotation()
50 .with_roll_axis_y(),
51 );
52 let _ = universe.attach(input, input_mode);
53
54 // Start slightly pulled back looking towards the origin.
55 let rig_transform = universe
56 .world
57 .add_component(TransformComponent::new().with_position(0.0, 0.0, 6.0));
58 let _ = universe.attach(input, rig_transform);
59
60 let camera3d = universe.world.add_component(Camera3DComponent::new());
61 let _ = universe.attach(rig_transform, camera3d);
62
63 // Pointer so gizmos can be interacted with.
64 let pointer = universe.world.add_component(PointerComponent::new());
65 let _ = universe.attach(camera3d, pointer);
66
67 // Topology: I { T { C3D } } — add a small camera-attached controls hint.
68 example_util::spawn_desktop_camera_controls_hint(&mut universe, rig_transform);
69
70 universe.add(input);
71
72 // --- lighting ---
73 let sun = universe.world.add_component(
74 DirectionalLightComponent::new()
75 .with_intensity(1.2)
76 .with_color(1.0, 0.98, 0.94),
77 );
78 let sun_dir = universe
79 .world
80 .add_component(TransformComponent::new().with_position(0.0, -0.35, 1.0));
81 let _ = universe.attach(sun_dir, sun);
82 universe.add(sun_dir);
83
84 let light_transform = universe.world.add_component(
85 TransformComponent::new()
86 .with_position(1.0, 6.0, 3.0)
87 .with_scale(0.1, 0.1, 0.1),
88 );
89 let light = universe.world.add_component(
90 engine::ecs::component::PointLightComponent::new()
91 .with_distance(120.0)
92 .with_color(1.0, 1.0, 1.0),
93 );
94 let _ = universe.attach(light_transform, light);
95 universe.add(light_transform);
96
97 // --- VTuber model ---
98 let model_uri = "assets/models/pc-rei.hoodie.glb";
99
100 // Wrap the model subtree in an editor root so transform-only glTF nodes can be visualized
101 // (and thus raycasted/selected) without affecting non-editor scenes.
102 let editor_root = universe.world.add_component(EditorComponent::new());
103
104 let model_root = universe.world.add_component(TransformComponent::new());
105 let model = universe.world.add_component(GLTFComponent::new(model_uri));
106
107 // emissive for pc-rei
108 let emissive = universe.world.add_component(EmissiveComponent::on());
109 let _ = universe.attach(model, emissive);
110
111 let xr_input = universe.world.add_component(InputXRComponent::on());
112 let xr_gamepad = universe
113 .world
114 .add_component(engine::ecs::component::InputXRGamepadComponent::new().speed(1.5));
115 let xr_head = universe.world.add_component(TransformComponent::new());
116 let xr_camera = universe.world.add_component(CameraXRComponent::on());
117 let _ = universe.attach(xr_input, xr_head);
118 let _ = universe.attach(xr_input, xr_gamepad);
119 let _ = universe.attach(xr_head, xr_camera);
120 let xr_pointer = universe.world.add_component(PointerComponent::new());
121 let _ = universe.attach(xr_camera, xr_pointer);
122 let _ = universe.attach(xr_head, editor_root);
123
124 let _ = universe.attach(model_root, model);
125
126 let _ = universe.attach(editor_root, model_root);
127
128 // Initialize the editor root so GLTFComponent gets registered.
129 universe.add(xr_input);
130 universe.add(editor_root);
131
132 // --- Background clouds (occluded + lit) ---
133 let bg_root = universe.world.add_component(
134 engine::ecs::component::BackgroundComponent::new().with_occlusion_and_lighting(),
135 );
136 universe.add(bg_root);
137 let mut cloud_params = example_util::CloudRingParams::default();
138 cloud_params.cloud_count = 8; // +3 clusters
139 cloud_params.angle_jitter = 0.35;
140 cloud_params.high_y_probability = 0.5;
141 cloud_params.high_y_multiplier = 1.5;
142 cloud_params.seed = 0x57_55_B0_01u32;
143 example_util::spawn_cloud_ring(&mut universe, bg_root, cloud_params);
144
145 // --- Simple environment ---
146 let spawn_cube = |universe: &mut engine::Universe,
147 position: (f32, f32, f32),
148 scale: (f32, f32, f32),
149 color: (f32, f32, f32, f32)| {
150 let transform = universe.world.add_component(
151 TransformComponent::new()
152 .with_position(position.0, position.1, position.2)
153 .with_scale(scale.0, scale.1, scale.2),
154 );
155 let renderable = universe.world.add_component(RenderableComponent::cube());
156 let color = universe
157 .world
158 .add_component(ColorComponent::rgba(color.0, color.1, color.2, color.3));
159
160 let _ = universe.attach(transform, renderable);
161 let _ = universe.attach(renderable, color);
162
163 universe.add(transform);
164 };
165
166 // floor
167 spawn_cube(
168 &mut universe,
169 (0.0, -0.05, 0.0),
170 (10.0, 0.1, 10.0),
171 (0.92, 0.92, 0.92, 1.0),
172 );
173
174 // back wall
175 spawn_cube(
176 &mut universe,
177 (-3.0, 1.5, -5.0),
178 (3.0, 3.0, 1.0),
179 (0.95, 0.94, 0.96, 1.0),
180 );
181
182 // desk
183 spawn_cube(
184 &mut universe,
185 (0.0, 0.35, 1.0),
186 (1.0, 0.75, 0.5),
187 (0.75, 0.70, 0.65, 1.0),
188 );
189
190 // --- Editor-side stacked cubes (inside the editor subtree for picking/gizmos) ---
191 {
192 let spawn_editor_cube = |universe: &mut engine::Universe,
193 editor_root: engine::ecs::ComponentId,
194 name: &str,
195 position: (f32, f32, f32),
196 scale: (f32, f32, f32),
197 color: (f32, f32, f32, f32)| {
198 let transform = universe.world.add_component_boxed_named(
199 format!("{name}_t"),
200 Box::new(
201 TransformComponent::new()
202 .with_position(position.0, position.1, position.2)
203 .with_scale(scale.0, scale.1, scale.2),
204 ),
205 );
206 let renderable = universe.world.add_component_boxed_named(
207 format!("{name}_r"),
208 Box::new(RenderableComponent::cube()),
209 );
210 let color_comp = universe.world.add_component_boxed_named(
211 format!("{name}_color"),
212 Box::new(ColorComponent::rgba(color.0, color.1, color.2, color.3)),
213 );
214 let raycastable = universe.world.add_component_boxed_named(
215 format!("{name}_raycastable"),
216 Box::new(RaycastableComponent::enabled()),
217 );
218
219 let _ = universe.world.add_child(transform, renderable);
220 let _ = universe.world.add_child(renderable, color_comp);
221 let _ = universe.world.add_child(renderable, raycastable);
222
223 // One attach into the initialized editor subtree triggers init for the new subtree.
224 let _ = universe.attach(editor_root, transform);
225 };
226
227 // Place the stack beside the desk (a bit to the right).
228 let stack_x = 1.35;
229 let stack_z = 1.0;
230 let s = 0.25;
231 let half = 0.5 * s;
232 let light_brown = (0.80, 0.72, 0.55, 1.0);
233 let cyan = (0.20, 1.00, 1.00, 1.0);
234
235 spawn_editor_cube(
236 &mut universe,
237 editor_root,
238 "editor_stack_0",
239 (stack_x, half, stack_z),
240 (s, s, s),
241 light_brown,
242 );
243 spawn_editor_cube(
244 &mut universe,
245 editor_root,
246 "editor_stack_1",
247 (stack_x, half + 1.0 * s, stack_z),
248 (s, s, s),
249 light_brown,
250 );
251 spawn_editor_cube(
252 &mut universe,
253 editor_root,
254 "editor_stack_2",
255 (stack_x, half + 2.0 * s, stack_z),
256 (s, s, s),
257 light_brown,
258 );
259 spawn_editor_cube(
260 &mut universe,
261 editor_root,
262 "editor_stack_top",
263 (stack_x, half + 3.0 * s, stack_z),
264 (s, s, s),
265 cyan,
266 );
267 }
268
269 let xr_root = universe
270 .world
271 .add_component(engine::ecs::component::XrComponent::on());
272 universe.add(xr_root);
273
274 universe.systems.process_commands(
275 &mut universe.world,
276 &mut universe.visuals,
277 &mut universe.render_assets,
278 &mut universe.command_queue,
279 );
280
281 // Spawn the glTF subtree once up-front so joint ComponentIds exist.
282 {
283 let systems = &mut universe.systems;
284 systems.gltf.tick_with_queue(
285 &mut universe.world,
286 &mut universe.visuals,
287 &mut systems.skinned_mesh,
288 &mut universe.command_queue,
289 0.0,
290 );
291 }
292 universe.systems.process_commands(
293 &mut universe.world,
294 &mut universe.visuals,
295 &mut universe.render_assets,
296 &mut universe.command_queue,
297 );
298
299 // Register imported meshes into RenderAssets early so we can inspect skin weights
300 // (textures will still be uploaded later during normal rendering).
301 universe
302 .systems
303 .gltf
304 .flush_mesh_imports_only(&mut universe.render_assets);
305
306 // --- Joint printout + animation binding (in the example) ---
307 let all_joints = collect_joint_transforms(
308 &universe.world,
309 &universe.systems.skinned_mesh,
310 &universe.visuals,
311 model,
312 model_root,
313 );
314 println!("[vtuber-joints-example] joints found: {}", all_joints.len());
315 for (i, (node_index, joint_tx)) in all_joints.iter().enumerate() {
316 println!(" joint[{i:03}] node_index={node_index} transform={joint_tx:?}");
317 }
318
319 let node_index_to_transform: HashMap<usize, engine::ecs::ComponentId> =
320 all_joints.iter().copied().collect();
321
322 // Example settings are hardcoded to keep this example simple.
323 let joint_offset: usize = 0;
324 let wiggle_count: usize = 16;
325
326 let target_mesh_key = "pc-rei.hoodie:Body_(merged).baked:prim0".to_string();
327 let target_joint_names: Vec<String> = vec![
328 "J_Bip_L_UpperArm".to_string(),
329 "J_Bip_R_UpperArm".to_string(),
330 ];
331
332 let print_transform_updates: bool = false;
333
334 let selected_joint_transforms: Vec<(usize, engine::ecs::ComponentId)> =
335 select_named_joints(&universe.world, &all_joints, &target_joint_names)
336 .or_else(|| {
337 select_body_prim0_influencers(
338 &universe,
339 model_root,
340 &target_mesh_key,
341 wiggle_count,
342 &node_index_to_transform,
343 )
344 })
345 .unwrap_or_else(|| select_joint_range(&all_joints, joint_offset, wiggle_count));
346 println!(
347 "[vtuber-joints-example] wiggle selection: target_mesh_key='{}' offset={} count={} selected={}",
348 target_mesh_key,
349 joint_offset,
350 wiggle_count,
351 selected_joint_transforms.len()
352 );
353
354 debug_print_selected_joint_influence(
355 &universe,
356 &target_mesh_key,
357 model_root,
358 &selected_joint_transforms,
359 );
360
361 println!("[vtuber-joints-example] selected joints:");
362 for (i, (node_index, joint_tx)) in selected_joint_transforms.iter().enumerate() {
363 let name = universe
364 .world
365 .get_component_record(*joint_tx)
366 .map(|n| n.name.as_str())
367 .unwrap_or("<unknown>");
368 println!(" sel[{i:02}] node_index={node_index} name={name} transform={joint_tx:?}");
369 }
370
371 if print_transform_updates {
372 println!("[vtuber-joints-example] note: joint animation disabled");
373 }
374
375 universe.systems.process_commands(
376 &mut universe.world,
377 &mut universe.visuals,
378 &mut universe.render_assets,
379 &mut universe.command_queue,
380 );
381
382 universe.enable_repl();
383 engine::Windowing::run_app(universe).expect("Windowing failed");
384}pub fn flush_imports( &mut self, render_assets: &mut RenderAssets, texture_system: &mut TextureSystem, uploader: &mut dyn RenderUploader, )
Sourcepub fn flush_mesh_imports_only(&mut self, render_assets: &mut RenderAssets)
pub fn flush_mesh_imports_only(&mut self, render_assets: &mut RenderAssets)
Register imported CPU meshes into RenderAssets without uploading textures.
This is useful for headless/early inspection (e.g. examples that want to analyze
JOINTS_0/WEIGHTS_0) before a renderer is initialized.
Examples found in repository?
examples/vtuber-joints-example.rs (line 304)
14fn main() {
15 mittens_engine::example_support::ensure_model_assets();
16 utils::logger::init();
17
18 let world = engine::ecs::World::default();
19 let mut universe = engine::Universe::new(world);
20
21 // Slow the global beat clock so beat-based animations run half as fast.
22 let clock = universe
23 .world
24 .add_component(ClockComponent::new().with_bpm(60.0));
25 universe.add(clock);
26
27 // Light pink background.
28 let background = universe
29 .world
30 .add_component(BackgroundColorComponent::new());
31 let background_c = universe
32 .world
33 .add_component(ColorComponent::rgba(1.0, 0.82, 0.90, 1.0));
34 let _ = universe.world.add_child(background, background_c);
35 universe.add(background);
36
37 // Small ambient so shadowed areas aren't pure black.
38 let ambient = universe
39 .world
40 .add_component(AmbientLightComponent::rgb(0.10, 0.10, 0.12));
41 universe.add(ambient);
42
43 // --- Camera rig (WASD + mouse) ---
44 let input = universe
45 .world
46 .add_component(InputComponent::new().with_speed(1.5));
47 let input_mode = universe.world.add_component(
48 InputTransformModeComponent::forward_z()
49 .with_fps_rotation()
50 .with_roll_axis_y(),
51 );
52 let _ = universe.attach(input, input_mode);
53
54 // Start slightly pulled back looking towards the origin.
55 let rig_transform = universe
56 .world
57 .add_component(TransformComponent::new().with_position(0.0, 0.0, 6.0));
58 let _ = universe.attach(input, rig_transform);
59
60 let camera3d = universe.world.add_component(Camera3DComponent::new());
61 let _ = universe.attach(rig_transform, camera3d);
62
63 // Pointer so gizmos can be interacted with.
64 let pointer = universe.world.add_component(PointerComponent::new());
65 let _ = universe.attach(camera3d, pointer);
66
67 // Topology: I { T { C3D } } — add a small camera-attached controls hint.
68 example_util::spawn_desktop_camera_controls_hint(&mut universe, rig_transform);
69
70 universe.add(input);
71
72 // --- lighting ---
73 let sun = universe.world.add_component(
74 DirectionalLightComponent::new()
75 .with_intensity(1.2)
76 .with_color(1.0, 0.98, 0.94),
77 );
78 let sun_dir = universe
79 .world
80 .add_component(TransformComponent::new().with_position(0.0, -0.35, 1.0));
81 let _ = universe.attach(sun_dir, sun);
82 universe.add(sun_dir);
83
84 let light_transform = universe.world.add_component(
85 TransformComponent::new()
86 .with_position(1.0, 6.0, 3.0)
87 .with_scale(0.1, 0.1, 0.1),
88 );
89 let light = universe.world.add_component(
90 engine::ecs::component::PointLightComponent::new()
91 .with_distance(120.0)
92 .with_color(1.0, 1.0, 1.0),
93 );
94 let _ = universe.attach(light_transform, light);
95 universe.add(light_transform);
96
97 // --- VTuber model ---
98 let model_uri = "assets/models/pc-rei.hoodie.glb";
99
100 // Wrap the model subtree in an editor root so transform-only glTF nodes can be visualized
101 // (and thus raycasted/selected) without affecting non-editor scenes.
102 let editor_root = universe.world.add_component(EditorComponent::new());
103
104 let model_root = universe.world.add_component(TransformComponent::new());
105 let model = universe.world.add_component(GLTFComponent::new(model_uri));
106
107 // emissive for pc-rei
108 let emissive = universe.world.add_component(EmissiveComponent::on());
109 let _ = universe.attach(model, emissive);
110
111 let xr_input = universe.world.add_component(InputXRComponent::on());
112 let xr_gamepad = universe
113 .world
114 .add_component(engine::ecs::component::InputXRGamepadComponent::new().speed(1.5));
115 let xr_head = universe.world.add_component(TransformComponent::new());
116 let xr_camera = universe.world.add_component(CameraXRComponent::on());
117 let _ = universe.attach(xr_input, xr_head);
118 let _ = universe.attach(xr_input, xr_gamepad);
119 let _ = universe.attach(xr_head, xr_camera);
120 let xr_pointer = universe.world.add_component(PointerComponent::new());
121 let _ = universe.attach(xr_camera, xr_pointer);
122 let _ = universe.attach(xr_head, editor_root);
123
124 let _ = universe.attach(model_root, model);
125
126 let _ = universe.attach(editor_root, model_root);
127
128 // Initialize the editor root so GLTFComponent gets registered.
129 universe.add(xr_input);
130 universe.add(editor_root);
131
132 // --- Background clouds (occluded + lit) ---
133 let bg_root = universe.world.add_component(
134 engine::ecs::component::BackgroundComponent::new().with_occlusion_and_lighting(),
135 );
136 universe.add(bg_root);
137 let mut cloud_params = example_util::CloudRingParams::default();
138 cloud_params.cloud_count = 8; // +3 clusters
139 cloud_params.angle_jitter = 0.35;
140 cloud_params.high_y_probability = 0.5;
141 cloud_params.high_y_multiplier = 1.5;
142 cloud_params.seed = 0x57_55_B0_01u32;
143 example_util::spawn_cloud_ring(&mut universe, bg_root, cloud_params);
144
145 // --- Simple environment ---
146 let spawn_cube = |universe: &mut engine::Universe,
147 position: (f32, f32, f32),
148 scale: (f32, f32, f32),
149 color: (f32, f32, f32, f32)| {
150 let transform = universe.world.add_component(
151 TransformComponent::new()
152 .with_position(position.0, position.1, position.2)
153 .with_scale(scale.0, scale.1, scale.2),
154 );
155 let renderable = universe.world.add_component(RenderableComponent::cube());
156 let color = universe
157 .world
158 .add_component(ColorComponent::rgba(color.0, color.1, color.2, color.3));
159
160 let _ = universe.attach(transform, renderable);
161 let _ = universe.attach(renderable, color);
162
163 universe.add(transform);
164 };
165
166 // floor
167 spawn_cube(
168 &mut universe,
169 (0.0, -0.05, 0.0),
170 (10.0, 0.1, 10.0),
171 (0.92, 0.92, 0.92, 1.0),
172 );
173
174 // back wall
175 spawn_cube(
176 &mut universe,
177 (-3.0, 1.5, -5.0),
178 (3.0, 3.0, 1.0),
179 (0.95, 0.94, 0.96, 1.0),
180 );
181
182 // desk
183 spawn_cube(
184 &mut universe,
185 (0.0, 0.35, 1.0),
186 (1.0, 0.75, 0.5),
187 (0.75, 0.70, 0.65, 1.0),
188 );
189
190 // --- Editor-side stacked cubes (inside the editor subtree for picking/gizmos) ---
191 {
192 let spawn_editor_cube = |universe: &mut engine::Universe,
193 editor_root: engine::ecs::ComponentId,
194 name: &str,
195 position: (f32, f32, f32),
196 scale: (f32, f32, f32),
197 color: (f32, f32, f32, f32)| {
198 let transform = universe.world.add_component_boxed_named(
199 format!("{name}_t"),
200 Box::new(
201 TransformComponent::new()
202 .with_position(position.0, position.1, position.2)
203 .with_scale(scale.0, scale.1, scale.2),
204 ),
205 );
206 let renderable = universe.world.add_component_boxed_named(
207 format!("{name}_r"),
208 Box::new(RenderableComponent::cube()),
209 );
210 let color_comp = universe.world.add_component_boxed_named(
211 format!("{name}_color"),
212 Box::new(ColorComponent::rgba(color.0, color.1, color.2, color.3)),
213 );
214 let raycastable = universe.world.add_component_boxed_named(
215 format!("{name}_raycastable"),
216 Box::new(RaycastableComponent::enabled()),
217 );
218
219 let _ = universe.world.add_child(transform, renderable);
220 let _ = universe.world.add_child(renderable, color_comp);
221 let _ = universe.world.add_child(renderable, raycastable);
222
223 // One attach into the initialized editor subtree triggers init for the new subtree.
224 let _ = universe.attach(editor_root, transform);
225 };
226
227 // Place the stack beside the desk (a bit to the right).
228 let stack_x = 1.35;
229 let stack_z = 1.0;
230 let s = 0.25;
231 let half = 0.5 * s;
232 let light_brown = (0.80, 0.72, 0.55, 1.0);
233 let cyan = (0.20, 1.00, 1.00, 1.0);
234
235 spawn_editor_cube(
236 &mut universe,
237 editor_root,
238 "editor_stack_0",
239 (stack_x, half, stack_z),
240 (s, s, s),
241 light_brown,
242 );
243 spawn_editor_cube(
244 &mut universe,
245 editor_root,
246 "editor_stack_1",
247 (stack_x, half + 1.0 * s, stack_z),
248 (s, s, s),
249 light_brown,
250 );
251 spawn_editor_cube(
252 &mut universe,
253 editor_root,
254 "editor_stack_2",
255 (stack_x, half + 2.0 * s, stack_z),
256 (s, s, s),
257 light_brown,
258 );
259 spawn_editor_cube(
260 &mut universe,
261 editor_root,
262 "editor_stack_top",
263 (stack_x, half + 3.0 * s, stack_z),
264 (s, s, s),
265 cyan,
266 );
267 }
268
269 let xr_root = universe
270 .world
271 .add_component(engine::ecs::component::XrComponent::on());
272 universe.add(xr_root);
273
274 universe.systems.process_commands(
275 &mut universe.world,
276 &mut universe.visuals,
277 &mut universe.render_assets,
278 &mut universe.command_queue,
279 );
280
281 // Spawn the glTF subtree once up-front so joint ComponentIds exist.
282 {
283 let systems = &mut universe.systems;
284 systems.gltf.tick_with_queue(
285 &mut universe.world,
286 &mut universe.visuals,
287 &mut systems.skinned_mesh,
288 &mut universe.command_queue,
289 0.0,
290 );
291 }
292 universe.systems.process_commands(
293 &mut universe.world,
294 &mut universe.visuals,
295 &mut universe.render_assets,
296 &mut universe.command_queue,
297 );
298
299 // Register imported meshes into RenderAssets early so we can inspect skin weights
300 // (textures will still be uploaded later during normal rendering).
301 universe
302 .systems
303 .gltf
304 .flush_mesh_imports_only(&mut universe.render_assets);
305
306 // --- Joint printout + animation binding (in the example) ---
307 let all_joints = collect_joint_transforms(
308 &universe.world,
309 &universe.systems.skinned_mesh,
310 &universe.visuals,
311 model,
312 model_root,
313 );
314 println!("[vtuber-joints-example] joints found: {}", all_joints.len());
315 for (i, (node_index, joint_tx)) in all_joints.iter().enumerate() {
316 println!(" joint[{i:03}] node_index={node_index} transform={joint_tx:?}");
317 }
318
319 let node_index_to_transform: HashMap<usize, engine::ecs::ComponentId> =
320 all_joints.iter().copied().collect();
321
322 // Example settings are hardcoded to keep this example simple.
323 let joint_offset: usize = 0;
324 let wiggle_count: usize = 16;
325
326 let target_mesh_key = "pc-rei.hoodie:Body_(merged).baked:prim0".to_string();
327 let target_joint_names: Vec<String> = vec![
328 "J_Bip_L_UpperArm".to_string(),
329 "J_Bip_R_UpperArm".to_string(),
330 ];
331
332 let print_transform_updates: bool = false;
333
334 let selected_joint_transforms: Vec<(usize, engine::ecs::ComponentId)> =
335 select_named_joints(&universe.world, &all_joints, &target_joint_names)
336 .or_else(|| {
337 select_body_prim0_influencers(
338 &universe,
339 model_root,
340 &target_mesh_key,
341 wiggle_count,
342 &node_index_to_transform,
343 )
344 })
345 .unwrap_or_else(|| select_joint_range(&all_joints, joint_offset, wiggle_count));
346 println!(
347 "[vtuber-joints-example] wiggle selection: target_mesh_key='{}' offset={} count={} selected={}",
348 target_mesh_key,
349 joint_offset,
350 wiggle_count,
351 selected_joint_transforms.len()
352 );
353
354 debug_print_selected_joint_influence(
355 &universe,
356 &target_mesh_key,
357 model_root,
358 &selected_joint_transforms,
359 );
360
361 println!("[vtuber-joints-example] selected joints:");
362 for (i, (node_index, joint_tx)) in selected_joint_transforms.iter().enumerate() {
363 let name = universe
364 .world
365 .get_component_record(*joint_tx)
366 .map(|n| n.name.as_str())
367 .unwrap_or("<unknown>");
368 println!(" sel[{i:02}] node_index={node_index} name={name} transform={joint_tx:?}");
369 }
370
371 if print_transform_updates {
372 println!("[vtuber-joints-example] note: joint animation disabled");
373 }
374
375 universe.systems.process_commands(
376 &mut universe.world,
377 &mut universe.visuals,
378 &mut universe.render_assets,
379 &mut universe.command_queue,
380 );
381
382 universe.enable_repl();
383 engine::Windowing::run_app(universe).expect("Windowing failed");
384}Trait Implementations§
Source§impl Debug for GLTFSystem
impl Debug for GLTFSystem
Source§impl Default for GLTFSystem
impl Default for GLTFSystem
Source§fn default() -> GLTFSystem
fn default() -> GLTFSystem
Returns the “default value” for a type. Read more
Source§impl System for GLTFSystem
impl System for GLTFSystem
fn tick( &mut self, _world: &mut World, _visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, )
Auto Trait Implementations§
impl Freeze for GLTFSystem
impl RefUnwindSafe for GLTFSystem
impl Send for GLTFSystem
impl Sync for GLTFSystem
impl Unpin for GLTFSystem
impl UnsafeUnpin for GLTFSystem
impl UnwindSafe for GLTFSystem
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.