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Command

Enum Command 

Source
pub enum Command {
Show 330 variants SpawnCube { position: [f32; 3], }, SpawnSphere { position: [f32; 3], }, SpawnCylinder { position: [f32; 3], }, SpawnCone { position: [f32; 3], }, SpawnPlane { position: [f32; 3], }, SpawnTorus { position: [f32; 3], }, SpawnFloor { half_extent: f32, }, SpawnGroup { position: [f32; 3], }, SpawnModel { glb: Vec<u8>, position: [f32; 3], }, SpawnObject { shape: Shape, position: [f32; 3], scale: [f32; 3], color: [f32; 4], body: Body, }, SetColor { entity: Ref, color: [f32; 4], }, SetMetallicRoughness { entity: Ref, metallic: f32, roughness: f32, }, SetEmissive { entity: Ref, color: [f32; 3], strength: f32, }, SetUnlit { entity: Ref, unlit: bool, }, SetTexture { entity: Ref, texture: String, }, SetTextureTiling { entity: Ref, repeats: f32, }, SetNormalTexture { entity: Ref, texture: String, }, SetMetallicRoughnessTexture { entity: Ref, texture: String, }, SetEmissiveTexture { entity: Ref, texture: String, }, SetOcclusionTexture { entity: Ref, texture: String, }, SetPosition { entity: Ref, position: [f32; 3], }, SetScale { entity: Ref, scale: [f32; 3], }, SetRotation { entity: Ref, axis: [f32; 3], radians: f32, }, Rotate { entity: Ref, axis: [f32; 3], radians: f32, }, Position { entity: Ref, }, SetParent { child: Ref, parent: Option<Ref>, }, SetVisible { entity: Ref, visible: bool, }, Despawn { entity: Ref, }, Tag { entity: Ref, label: String, }, Untag { entity: Ref, label: String, }, HasTag { entity: Ref, label: String, }, QueryTagged { label: String, }, PointLight { position: [f32; 3], color: [f32; 3], intensity: f32, }, SpotLight { position: [f32; 3], target: [f32; 3], color: [f32; 3], intensity: f32, }, SetSun { color: [f32; 3], intensity: f32, }, SetBackground { background: Background, }, ShowGrid { enabled: bool, }, SetAmbient { color: [f32; 4], }, SetBloom { enabled: bool, }, SetBloomIntensity { intensity: f32, }, SetSsao { enabled: bool, }, SetSsr { enabled: bool, }, SetSsgi { enabled: bool, }, SetFxaa { enabled: bool, }, SetExposure { exposure: f32, }, SetColorGrading { saturation: f32, contrast: f32, brightness: f32, }, SetTimeOfDay { hour: f32, }, SetTitle { title: String, }, EmitFire { position: [f32; 3], }, EmitSmoke { position: [f32; 3], }, EmitBurst { position: [f32; 3], color: [f32; 4], count: u32, }, DrawCube { position: [f32; 3], scale: [f32; 3], color: [f32; 4], }, DrawSphere { position: [f32; 3], radius: f32, color: [f32; 4], }, DrawCylinder { position: [f32; 3], scale: [f32; 3], color: [f32; 4], }, DrawCone { position: [f32; 3], scale: [f32; 3], color: [f32; 4], }, DrawTorus { position: [f32; 3], scale: [f32; 3], color: [f32; 4], }, DrawLine { start: [f32; 3], end: [f32; 3], color: [f32; 4], }, DrawText3d { text: String, position: [f32; 3], }, SpawnLabel { text: String, position: [f32; 3], }, SpawnText { text: String, anchor: ScreenAnchor, }, SetText { entity: Ref, text: String, }, SetTextColor { entity: Ref, color: [f32; 4], }, SetTextSize { entity: Ref, size: f32, }, SpawnPanel { anchor: ScreenAnchor, width: f32, height: f32, }, PanelLabel { panel: Ref, text: String, }, PanelButton { panel: Ref, text: String, }, ButtonClicked { button: Ref, }, ButtonHovered { button: Ref, }, DespawnPanel { panel: Ref, }, PanelRow { panel: Ref, height: f32, }, PanelGrid { panel: Ref, columns: usize, row_height: f32, height: f32, }, PanelScroll { panel: Ref, height: f32, }, SetScrollOffset { scroll_area: Ref, offset: f32, }, SetFocusOrder { entity: Ref, order: i32, }, FocusWidget { entity: Ref, }, SpawnPanelAt { anchor: ScreenAnchor, offset: [f32; 2], size: [f32; 2], color: [f32; 4], }, PanelText { parent: Ref, text: String, rect: [f32; 4], font_size: f32, color: [f32; 4], align: TextAlignment, }, PanelBox { parent: Ref, offset: [f32; 2], size: [f32; 2], color: [f32; 4], }, PanelButtonAt { parent: Ref, label: String, offset: [f32; 2], size: [f32; 2], }, SetPanelRect { node: Ref, offset: [f32; 2], size: [f32; 2], }, SetPanelColor { node: Ref, color: [f32; 4], }, SetPanelText { label: Ref, text: String, }, SetPanelTextColor { label: Ref, color: [f32; 4], }, SetPanelSelected { button: Ref, selected: bool, accent: [f32; 4], }, SetPanelVisible { node: Ref, visible: bool, }, PlayAnimation { entity: Ref, clip: usize, }, PlayAnimationNamed { entity: Ref, name: String, }, SetAnimationLooping { entity: Ref, looping: bool, }, SetAnimationSpeed { entity: Ref, speed: f32, }, BlendToAnimation { entity: Ref, clip: usize, seconds: f32, }, PauseAnimation { entity: Ref, }, ResumeAnimation { entity: Ref, }, StopAnimation { entity: Ref, }, AnimationClips { entity: Ref, }, AddAnimationEvent { entity: Ref, clip_index: usize, time: f32, name: String, }, AddAnimationEventNamed { entity: Ref, clip_name: String, time: f32, name: String, }, SetAnimationLayerWeight { entity: Ref, layer_index: usize, weight: f32, }, ClearAnimationLayers { entity: Ref, }, AimAt { bone: Ref, target: [f32; 3], forward: [f32; 3], }, OrbitCamera { focus: [f32; 3], radius: f32, }, FlyCamera { position: [f32; 3], }, FixedCamera { eye: [f32; 3], target: [f32; 3], }, LookAt { eye: [f32; 3], target: [f32; 3], }, SetOrbitFocus { focus: [f32; 3], }, SetOrbitView { focus: [f32; 3], radius: f32, yaw: f32, pitch: f32, }, SetOrbitZoom { enabled: bool, }, SetOrbitModifier { modifier: String, }, SetFieldOfView { degrees: f32, }, SetOrthographic { half_height: f32, }, SetPerspective { degrees: f32, }, CameraPosition {}, CameraForward {}, FirstPerson { position: [f32; 3], }, DeltaTime {}, ElapsedSeconds {}, KeyDown { key: String, }, KeyPressed { key: String, }, MouseDown { button: u8, }, MouseClicked { button: u8, }, Wasd {}, PointerOverUi {}, MouseScroll {}, Push { entity: Ref, impulse: [f32; 3], }, SetVelocity { entity: Ref, velocity: [f32; 3], }, ApplyForce { entity: Ref, force: [f32; 3], }, ApplyTorque { entity: Ref, torque: [f32; 3], }, SetAngularVelocity { entity: Ref, velocity: [f32; 3], }, Velocity { entity: Ref, }, AngularVelocity { entity: Ref, }, MakeSensor { entity: Ref, }, OverlapSphere { center: [f32; 3], radius: f32, }, SetCollisionGroups { entity: Ref, membership: u32, filter: u32, }, SetFriction { entity: Ref, friction: f32, }, SetRestitution { entity: Ref, restitution: f32, }, SetLinearDamping { entity: Ref, damping: f32, }, SetAngularDamping { entity: Ref, damping: f32, }, SetMass { entity: Ref, mass: f32, }, SetGravityScale { entity: Ref, scale: f32, }, BakeNavmesh {}, SpawnWalker { position: [f32; 3], }, WalkTo { agent: Ref, destination: [f32; 3], }, SetWalkSpeed { agent: Ref, speed: f32, }, StopWalking { agent: Ref, }, ClickedEntity {}, EntityUnderCursor {}, CursorOnGround {}, SpawnWorldPanel { position: [f32; 3], width: f32, height: f32, color: [f32; 4], }, WorldPanelButton { panel: Ref, x: f32, y: f32, width: f32, height: f32, color: [f32; 4], }, WorldPanelLabel { panel: Ref, text: String, x: f32, y: f32, }, WorldButtonClicked { button: Ref, }, PauseSound { entity: Ref, }, ResumeSound { entity: Ref, }, FadeVolume { entity: Ref, volume: f32, seconds: f32, }, Crossfade { fade_out: Ref, fade_in: Ref, volume: f32, seconds: f32, }, SetBusVolume { bus: AudioBus, decibels: f32, fade_seconds: f32, }, DuckVoice { amount: f32, fade_seconds: f32, }, DirectionalLight { direction: [f32; 3], color: [f32; 3], intensity: f32, }, AreaLight { position: [f32; 3], target: [f32; 3], width: f32, height: f32, color: [f32; 3], intensity: f32, }, SetLightShadows { light: Ref, enabled: bool, }, EmitSparks { position: [f32; 3], }, EmitFirework { position: [f32; 3], velocity: [f32; 3], }, EmitParticles { position: [f32; 3], rate: f32, lifetime: f32, size: f32, gravity: [f32; 3], }, SetAlphaBlend { entity: Ref, enabled: bool, }, SetAlphaCutoff { entity: Ref, cutoff: f32, }, SetDoubleSided { entity: Ref, double_sided: bool, }, SetIor { entity: Ref, ior: f32, }, SetTransmission { entity: Ref, factor: f32, }, SetClearcoat { entity: Ref, factor: f32, roughness: f32, }, SetAnisotropy { entity: Ref, strength: f32, rotation: f32, }, SetUvTransform { entity: Ref, offset: [f32; 2], scale: [f32; 2], rotation: f32, }, SetSheen { entity: Ref, color: [f32; 3], roughness: f32, }, SetIridescence { entity: Ref, factor: f32, ior: f32, }, SetSpecular { entity: Ref, factor: f32, color: [f32; 3], }, SetNormalScale { entity: Ref, scale: f32, }, SetOcclusionStrength { entity: Ref, strength: f32, }, SetEmissiveStrength { entity: Ref, strength: f32, }, SetThickness { entity: Ref, thickness: f32, }, SetTextOutline { entity: Ref, width: f32, color: [f32; 4], }, SetMorphWeight { entity: Ref, index: u32, weight: f32, }, SetWindowTitle { title: String, }, LockCursor { locked: bool, }, RequestExit {}, SetRenderLayer { entity: Ref, layer: u32, }, SetCameraLayers { camera: Ref, mask: u32, }, ThirdPersonCamera { target: Ref, distance: f32, }, SpawnCloth { position: [f32; 3], width: f32, height: f32, columns: u32, rows: u32, }, ResetCloth { entity: Ref, }, SetWind { direction: [f32; 3], strength: f32, }, PauseCutscene {}, ResumeCutscene {}, StopCutscene {}, SeekCutscene { seconds: f32, }, SetCutsceneCamera { camera: Ref, }, BindCutsceneActor { name: String, entity: Ref, }, SpawnCylinderBody { position: [f32; 3], half_height: f32, radius: f32, mass: f32, color: [f32; 4], }, SpawnCapsuleBody { position: [f32; 3], half_height: f32, radius: f32, mass: f32, color: [f32; 4], }, SetControllerSpeed { entity: Ref, speed: f32, }, SetControllerJump { entity: Ref, impulse: f32, }, IsGrounded { entity: Ref, }, LoadTexture { name: String, image_bytes: Vec<u8>, }, LoadTextureLinear { name: String, image_bytes: Vec<u8>, }, RegisterTexture { name: String, width: u32, height: u32, rgba: Vec<u8>, }, ListMaterials {}, GetMaterial { name: String, }, RegisterMaterial { name: String, base_color: [f32; 4], metallic: f32, roughness: f32, emissive: [f32; 3], }, UpdateMaterial { name: String, base_color: [f32; 4], metallic: f32, roughness: f32, emissive: [f32; 3], }, SetMaterialVariant { variant: String, }, SpawnObjects { shape: Shape, scale: [f32; 3], color: [f32; 4], body: Body, positions: Vec<[f32; 3]>, }, SpawnInstanced { shape: Shape, transforms: Vec<InstanceWire>, color: [f32; 4], }, SpawnInstancedWithMaterial { shape: Shape, transforms: Vec<InstanceWire>, material: String, }, SetInstances { batch: Ref, transforms: Vec<InstanceWire>, }, SpawnClothSheet { position: [f32; 3], width: f32, height: f32, }, BlendToAnimationNamed { entity: Ref, name: String, seconds: f32, }, AddAnimationLayer { entity: Ref, clip_index: usize, weight: f32, }, NameEntity { name: String, entity: Ref, }, Name { entity: Ref, }, SetEntityName { entity: Ref, name: String, }, Children { entity: Ref, }, Descendants { entity: Ref, }, Roots {}, SceneTree {}, MaterialOf { entity: Ref, }, GetColor { entity: Ref, }, GetMetallicRoughness { entity: Ref, }, GetEmissive { entity: Ref, }, GetUnlit { entity: Ref, }, GetTexture { entity: Ref, }, DescribeEntity { entity: Ref, }, SetTextAlignment { entity: Ref, alignment: TextAlignment, }, SetMorphWeights { entity: Ref, weights: Vec<f32>, }, MorphWeight { entity: Ref, index: u32, }, MorphTargetCount { entity: Ref, }, SetFog { enabled: bool, color: [f32; 3], start: f32, end: f32, }, SetDepthOfField { enabled: bool, focus_distance: f32, focus_range: f32, max_blur_radius: f32, bokeh_threshold: f32, }, Screenshot { path: String, }, SetShadingMode { mode: String, }, AnimatePosition { entity: Ref, to: [f32; 3], seconds: f32, easing: String, }, AnimateScale { entity: Ref, to: [f32; 3], seconds: f32, easing: String, }, AnimateColor { entity: Ref, to: [f32; 4], seconds: f32, easing: String, }, ShakeCamera { strength: f32, seconds: f32, }, ReachTo { root: Ref, mid: Ref, tip: Ref, target: [f32; 3], pole: Option<[f32; 3]>, }, Bounds { entity: Ref, }, BoundsOf { entities: Vec<Ref>, }, FrameEntities { entities: Vec<Ref>, }, SpawnParticleEmitter { emitter: EmitterWire, }, SetEmitter { emitter_entity: Ref, emitter: EmitterWire, }, SpawnDecal { texture: String, position: [f32; 3], normal: [f32; 3], size: f32, }, SaveScene { name: String, }, LoadScene { bytes: Vec<u8>, }, WindowSize {}, CursorLocked {}, FramesPerSecond {}, FrameCount {}, UptimeMilliseconds {}, BakeNavmeshWith { config: RecastConfigWire, }, Raycast { origin: [f32; 3], direction: [f32; 3], max_distance: f32, }, AttachFixed { parent: Ref, child: Ref, }, AttachHinge { parent: Ref, child: Ref, axis: String, }, AttachSpring { parent: Ref, child: Ref, rest_length: f32, stiffness: f32, damping: f32, }, AttachRope { parent: Ref, child: Ref, max_distance: f32, }, ControllerVelocity { entity: Ref, }, MoveCharacter { entity: Ref, movement: [f32; 2], jump: bool, }, RequestSurfacePick { screen_pos: [f32; 2], }, TakeSurfacePick {}, WorldButtonHovered { button: Ref, }, LoadSound { name: String, bytes: Vec<u8>, }, PlaySound { name: String, }, PlaySoundLooping { name: String, }, PlaySoundAt { name: String, position: [f32; 3], }, SetVolume { entity: Ref, volume: f32, }, StopSound { entity: Ref, }, SetPitch { entity: Ref, rate: f32, }, SetSpatialDistance { entity: Ref, min: f32, max: f32, }, PanelCheckbox { panel: Ref, label: String, initial: bool, }, CheckboxValue { checkbox: Ref, }, PanelSlider { panel: Ref, min: f32, max: f32, initial: f32, }, SliderValue { slider: Ref, }, SetSliderValue { slider: Ref, value: f32, }, PanelTextInput { panel: Ref, placeholder: String, }, TextInputChanged { input: Ref, }, PanelDropdown { panel: Ref, options: Vec<String>, initial: usize, }, DropdownSelected { dropdown: Ref, }, PanelProgressBar { panel: Ref, initial: f32, }, SetProgress { bar: Ref, value: f32, }, PanelToggle { panel: Ref, initial: bool, }, ToggleValue { toggle: Ref, }, PanelRadio { panel: Ref, label: String, group_id: u32, option_index: usize, }, RadioSelected { group_id: u32, }, PanelRangeSlider { panel: Ref, min: f32, max: f32, low: f32, high: f32, }, SetRange { slider: Ref, low: f32, high: f32, }, PanelTabs { panel: Ref, labels: Vec<String>, initial: usize, }, SetTab { tabs: Ref, index: usize, }, PanelCollapsing { panel: Ref, label: String, open: bool, }, PanelColorPicker { panel: Ref, initial: [f32; 4], }, ColorValue { picker: Ref, }, PanelTextArea { panel: Ref, placeholder: String, rows: usize, }, PanelTextAreaWithValue { panel: Ref, placeholder: String, rows: usize, initial: String, }, SetTextArea { area: Ref, text: String, }, PanelMultiSelect { panel: Ref, options: Vec<String>, }, SetMultiSelect { widget: Ref, indices: Vec<u32>, }, PanelDatePicker { panel: Ref, year: i32, month: u32, day: u32, }, SetDate { picker: Ref, year: i32, month: u32, day: u32, }, PanelMenu { panel: Ref, label: String, items: Vec<String>, }, PanelColorPickerHsv { panel: Ref, initial: [f32; 4], }, PanelSplitter { panel: Ref, horizontal: bool, ratio: f32, }, PanelBreadcrumb { panel: Ref, segments: Vec<String>, }, PanelVirtualList { panel: Ref, item_height: f32, pool_size: usize, }, PanelTable { panel: Ref, headers: Vec<String>, widths: Vec<f32>, }, PanelDataGrid { panel: Ref, headers: Vec<String>, widths: Vec<f32>, pool_size: usize, }, SetDataGridRows { grid: Ref, count: usize, }, SetDataGridCell { grid: Ref, row: usize, column: usize, text: String, }, DataGridSelectionChanged { grid: Ref, }, PanelCommandPalette { panel: Ref, pool_size: usize, }, PanelPropertyGrid { panel: Ref, label_width: f32, }, PanelPropertyRow { grid: Ref, label: String, }, PanelTreeView { panel: Ref, multi_select: bool, }, TreeContent { tree_view: Ref, }, TreeNode { tree_view: Ref, parent_container: Ref, label: String, depth: usize, user_data: u64, }, TreeNodeChildren { node: Ref, }, SetTreeNodeExpanded { node: Ref, expanded: bool, }, TreeViewSelected { tree_view: Ref, }, PanelDragValue { panel: Ref, min: f32, max: f32, initial: f32, }, DragValue { widget: Ref, }, PanelSelectable { panel: Ref, text: String, group: u32, grouped: bool, }, PanelModal { panel: Ref, title: String, width: f32, height: f32, }, PanelSpinner { panel: Ref, }, PanelSeparator { panel: Ref, }, PanelHeading { panel: Ref, text: String, }, SaveSceneToFile { path: String, }, LoadSceneFromFile { path: String, },
}
Expand description

One API call as data. Field names and types match the free function it mirrors. Positions, axes, and colors are plain arrays so the wire form is clean json rather than a math library’s internal layout.

Variants§

§

SpawnCube

Fields

§position: [f32; 3]
§

SpawnSphere

Fields

§position: [f32; 3]
§

SpawnCylinder

Fields

§position: [f32; 3]
§

SpawnCone

Fields

§position: [f32; 3]
§

SpawnPlane

Fields

§position: [f32; 3]
§

SpawnTorus

Fields

§position: [f32; 3]
§

SpawnFloor

Fields

§half_extent: f32
§

SpawnGroup

Fields

§position: [f32; 3]
§

SpawnModel

Fields

§glb: Vec<u8>
§position: [f32; 3]
§

SpawnObject

Fields

§shape: Shape
§position: [f32; 3]
§scale: [f32; 3]
§color: [f32; 4]
§body: Body
§

SetColor

Fields

§entity: Ref
§color: [f32; 4]
§

SetMetallicRoughness

Fields

§entity: Ref
§metallic: f32
§roughness: f32
§

SetEmissive

Fields

§entity: Ref
§color: [f32; 3]
§strength: f32
§

SetUnlit

Fields

§entity: Ref
§unlit: bool
§

SetTexture

Fields

§entity: Ref
§texture: String
§

SetTextureTiling

Fields

§entity: Ref
§repeats: f32
§

SetNormalTexture

Fields

§entity: Ref
§texture: String
§

SetMetallicRoughnessTexture

Fields

§entity: Ref
§texture: String
§

SetEmissiveTexture

Fields

§entity: Ref
§texture: String
§

SetOcclusionTexture

Fields

§entity: Ref
§texture: String
§

SetPosition

Fields

§entity: Ref
§position: [f32; 3]
§

SetScale

Fields

§entity: Ref
§scale: [f32; 3]
§

SetRotation

Fields

§entity: Ref
§axis: [f32; 3]
§radians: f32
§

Rotate

Fields

§entity: Ref
§axis: [f32; 3]
§radians: f32
§

Position

Fields

§entity: Ref
§

SetParent

Fields

§child: Ref
§parent: Option<Ref>
§

SetVisible

Fields

§entity: Ref
§visible: bool
§

Despawn

Fields

§entity: Ref
§

Tag

Fields

§entity: Ref
§label: String
§

Untag

Fields

§entity: Ref
§label: String
§

HasTag

Fields

§entity: Ref
§label: String
§

QueryTagged

Fields

§label: String
§

PointLight

Fields

§position: [f32; 3]
§color: [f32; 3]
§intensity: f32
§

SpotLight

Fields

§position: [f32; 3]
§target: [f32; 3]
§color: [f32; 3]
§intensity: f32
§

SetSun

Fields

§color: [f32; 3]
§intensity: f32
§

SetBackground

Fields

§background: Background
§

ShowGrid

Fields

§enabled: bool
§

SetAmbient

Fields

§color: [f32; 4]
§

SetBloom

Fields

§enabled: bool
§

SetBloomIntensity

Fields

§intensity: f32
§

SetSsao

Fields

§enabled: bool
§

SetSsr

Fields

§enabled: bool
§

SetSsgi

Fields

§enabled: bool
§

SetFxaa

Fields

§enabled: bool
§

SetExposure

Fields

§exposure: f32
§

SetColorGrading

Fields

§saturation: f32
§contrast: f32
§brightness: f32
§

SetTimeOfDay

Fields

§hour: f32
§

SetTitle

Fields

§title: String
§

EmitFire

Fields

§position: [f32; 3]
§

EmitSmoke

Fields

§position: [f32; 3]
§

EmitBurst

Fields

§position: [f32; 3]
§color: [f32; 4]
§count: u32
§

DrawCube

Fields

§position: [f32; 3]
§scale: [f32; 3]
§color: [f32; 4]
§

DrawSphere

Fields

§position: [f32; 3]
§radius: f32
§color: [f32; 4]
§

DrawCylinder

Fields

§position: [f32; 3]
§scale: [f32; 3]
§color: [f32; 4]
§

DrawCone

Fields

§position: [f32; 3]
§scale: [f32; 3]
§color: [f32; 4]
§

DrawTorus

Fields

§position: [f32; 3]
§scale: [f32; 3]
§color: [f32; 4]
§

DrawLine

Fields

§start: [f32; 3]
§end: [f32; 3]
§color: [f32; 4]
§

DrawText3d

Fields

§text: String
§position: [f32; 3]
§

SpawnLabel

Fields

§text: String
§position: [f32; 3]
§

SpawnText

Fields

§text: String
§

SetText

Fields

§entity: Ref
§text: String
§

SetTextColor

Fields

§entity: Ref
§color: [f32; 4]
§

SetTextSize

Fields

§entity: Ref
§size: f32
§

SpawnPanel

Fields

§width: f32
§height: f32
§

PanelLabel

Fields

§panel: Ref
§text: String
§

PanelButton

Fields

§panel: Ref
§text: String
§

ButtonClicked

Fields

§button: Ref
§

ButtonHovered

Fields

§button: Ref
§

DespawnPanel

Fields

§panel: Ref
§

PanelRow

Fields

§panel: Ref
§height: f32
§

PanelGrid

Fields

§panel: Ref
§columns: usize
§row_height: f32
§height: f32
§

PanelScroll

Fields

§panel: Ref
§height: f32
§

SetScrollOffset

Fields

§scroll_area: Ref
§offset: f32
§

SetFocusOrder

Fields

§entity: Ref
§order: i32
§

FocusWidget

Fields

§entity: Ref
§

SpawnPanelAt

Fields

§offset: [f32; 2]
§size: [f32; 2]
§color: [f32; 4]
§

PanelText

Fields

§parent: Ref
§text: String
§rect: [f32; 4]
§font_size: f32
§color: [f32; 4]
§

PanelBox

Fields

§parent: Ref
§offset: [f32; 2]
§size: [f32; 2]
§color: [f32; 4]
§

PanelButtonAt

Fields

§parent: Ref
§label: String
§offset: [f32; 2]
§size: [f32; 2]
§

SetPanelRect

Fields

§node: Ref
§offset: [f32; 2]
§size: [f32; 2]
§

SetPanelColor

Fields

§node: Ref
§color: [f32; 4]
§

SetPanelText

Fields

§label: Ref
§text: String
§

SetPanelTextColor

Fields

§label: Ref
§color: [f32; 4]
§

SetPanelSelected

Fields

§button: Ref
§selected: bool
§accent: [f32; 4]
§

SetPanelVisible

Fields

§node: Ref
§visible: bool
§

PlayAnimation

Fields

§entity: Ref
§clip: usize
§

PlayAnimationNamed

Fields

§entity: Ref
§name: String
§

SetAnimationLooping

Fields

§entity: Ref
§looping: bool
§

SetAnimationSpeed

Fields

§entity: Ref
§speed: f32
§

BlendToAnimation

Fields

§entity: Ref
§clip: usize
§seconds: f32
§

PauseAnimation

Fields

§entity: Ref
§

ResumeAnimation

Fields

§entity: Ref
§

StopAnimation

Fields

§entity: Ref
§

AnimationClips

Fields

§entity: Ref
§

AddAnimationEvent

Fields

§entity: Ref
§clip_index: usize
§time: f32
§name: String
§

AddAnimationEventNamed

Fields

§entity: Ref
§clip_name: String
§time: f32
§name: String
§

SetAnimationLayerWeight

Fields

§entity: Ref
§layer_index: usize
§weight: f32
§

ClearAnimationLayers

Fields

§entity: Ref
§

AimAt

Fields

§bone: Ref
§target: [f32; 3]
§forward: [f32; 3]
§

OrbitCamera

Fields

§focus: [f32; 3]
§radius: f32
§

FlyCamera

Fields

§position: [f32; 3]
§

FixedCamera

Fields

§eye: [f32; 3]
§target: [f32; 3]
§

LookAt

Fields

§eye: [f32; 3]
§target: [f32; 3]
§

SetOrbitFocus

Fields

§focus: [f32; 3]
§

SetOrbitView

Fields

§focus: [f32; 3]
§radius: f32
§yaw: f32
§pitch: f32
§

SetOrbitZoom

Fields

§enabled: bool
§

SetOrbitModifier

Fields

§modifier: String
§

SetFieldOfView

Fields

§degrees: f32
§

SetOrthographic

Fields

§half_height: f32
§

SetPerspective

Fields

§degrees: f32
§

CameraPosition

§

CameraForward

§

FirstPerson

Fields

§position: [f32; 3]
§

DeltaTime

§

ElapsedSeconds

§

KeyDown

Fields

§

KeyPressed

Fields

§

MouseDown

Fields

§button: u8
§

MouseClicked

Fields

§button: u8
§

Wasd

§

PointerOverUi

§

MouseScroll

§

Push

Fields

§entity: Ref
§impulse: [f32; 3]
§

SetVelocity

Fields

§entity: Ref
§velocity: [f32; 3]
§

ApplyForce

Fields

§entity: Ref
§force: [f32; 3]
§

ApplyTorque

Fields

§entity: Ref
§torque: [f32; 3]
§

SetAngularVelocity

Fields

§entity: Ref
§velocity: [f32; 3]
§

Velocity

Fields

§entity: Ref
§

AngularVelocity

Fields

§entity: Ref
§

MakeSensor

Fields

§entity: Ref
§

OverlapSphere

Fields

§center: [f32; 3]
§radius: f32
§

SetCollisionGroups

Fields

§entity: Ref
§membership: u32
§filter: u32
§

SetFriction

Fields

§entity: Ref
§friction: f32
§

SetRestitution

Fields

§entity: Ref
§restitution: f32
§

SetLinearDamping

Fields

§entity: Ref
§damping: f32
§

SetAngularDamping

Fields

§entity: Ref
§damping: f32
§

SetMass

Fields

§entity: Ref
§mass: f32
§

SetGravityScale

Fields

§entity: Ref
§scale: f32
§

BakeNavmesh

§

SpawnWalker

Fields

§position: [f32; 3]
§

WalkTo

Fields

§agent: Ref
§destination: [f32; 3]
§

SetWalkSpeed

Fields

§agent: Ref
§speed: f32
§

StopWalking

Fields

§agent: Ref
§

ClickedEntity

§

EntityUnderCursor

§

CursorOnGround

§

SpawnWorldPanel

Fields

§position: [f32; 3]
§width: f32
§height: f32
§color: [f32; 4]
§

WorldPanelButton

Fields

§panel: Ref
§width: f32
§height: f32
§color: [f32; 4]
§

WorldPanelLabel

Fields

§panel: Ref
§text: String
§

WorldButtonClicked

Fields

§button: Ref
§

PauseSound

Fields

§entity: Ref
§

ResumeSound

Fields

§entity: Ref
§

FadeVolume

Fields

§entity: Ref
§volume: f32
§seconds: f32
§

Crossfade

Fields

§fade_out: Ref
§fade_in: Ref
§volume: f32
§seconds: f32
§

SetBusVolume

Fields

§decibels: f32
§fade_seconds: f32
§

DuckVoice

Fields

§amount: f32
§fade_seconds: f32
§

DirectionalLight

Fields

§direction: [f32; 3]
§color: [f32; 3]
§intensity: f32
§

AreaLight

Fields

§position: [f32; 3]
§target: [f32; 3]
§width: f32
§height: f32
§color: [f32; 3]
§intensity: f32
§

SetLightShadows

Fields

§light: Ref
§enabled: bool
§

EmitSparks

Fields

§position: [f32; 3]
§

EmitFirework

Fields

§position: [f32; 3]
§velocity: [f32; 3]
§

EmitParticles

Fields

§position: [f32; 3]
§rate: f32
§lifetime: f32
§size: f32
§gravity: [f32; 3]
§

SetAlphaBlend

Fields

§entity: Ref
§enabled: bool
§

SetAlphaCutoff

Fields

§entity: Ref
§cutoff: f32
§

SetDoubleSided

Fields

§entity: Ref
§double_sided: bool
§

SetIor

Fields

§entity: Ref
§ior: f32
§

SetTransmission

Fields

§entity: Ref
§factor: f32
§

SetClearcoat

Fields

§entity: Ref
§factor: f32
§roughness: f32
§

SetAnisotropy

Fields

§entity: Ref
§strength: f32
§rotation: f32
§

SetUvTransform

Fields

§entity: Ref
§offset: [f32; 2]
§scale: [f32; 2]
§rotation: f32
§

SetSheen

Fields

§entity: Ref
§color: [f32; 3]
§roughness: f32
§

SetIridescence

Fields

§entity: Ref
§factor: f32
§ior: f32
§

SetSpecular

Fields

§entity: Ref
§factor: f32
§color: [f32; 3]
§

SetNormalScale

Fields

§entity: Ref
§scale: f32
§

SetOcclusionStrength

Fields

§entity: Ref
§strength: f32
§

SetEmissiveStrength

Fields

§entity: Ref
§strength: f32
§

SetThickness

Fields

§entity: Ref
§thickness: f32
§

SetTextOutline

Fields

§entity: Ref
§width: f32
§color: [f32; 4]
§

SetMorphWeight

Fields

§entity: Ref
§index: u32
§weight: f32
§

SetWindowTitle

Fields

§title: String
§

LockCursor

Fields

§locked: bool
§

RequestExit

§

SetRenderLayer

Fields

§entity: Ref
§layer: u32
§

SetCameraLayers

Fields

§camera: Ref
§mask: u32
§

ThirdPersonCamera

Fields

§target: Ref
§distance: f32
§

SpawnCloth

Fields

§position: [f32; 3]
§width: f32
§height: f32
§columns: u32
§rows: u32
§

ResetCloth

Fields

§entity: Ref
§

SetWind

Fields

§direction: [f32; 3]
§strength: f32
§

PauseCutscene

§

ResumeCutscene

§

StopCutscene

§

SeekCutscene

Fields

§seconds: f32
§

SetCutsceneCamera

Fields

§camera: Ref
§

BindCutsceneActor

Fields

§name: String
§entity: Ref
§

SpawnCylinderBody

Fields

§position: [f32; 3]
§half_height: f32
§radius: f32
§mass: f32
§color: [f32; 4]
§

SpawnCapsuleBody

Fields

§position: [f32; 3]
§half_height: f32
§radius: f32
§mass: f32
§color: [f32; 4]
§

SetControllerSpeed

Fields

§entity: Ref
§speed: f32
§

SetControllerJump

Fields

§entity: Ref
§impulse: f32
§

IsGrounded

Fields

§entity: Ref
§

LoadTexture

Fields

§name: String
§image_bytes: Vec<u8>
§

LoadTextureLinear

Fields

§name: String
§image_bytes: Vec<u8>
§

RegisterTexture

Fields

§name: String
§width: u32
§height: u32
§rgba: Vec<u8>
§

ListMaterials

§

GetMaterial

Fields

§name: String
§

RegisterMaterial

Fields

§name: String
§base_color: [f32; 4]
§metallic: f32
§roughness: f32
§emissive: [f32; 3]
§

UpdateMaterial

Fields

§name: String
§base_color: [f32; 4]
§metallic: f32
§roughness: f32
§emissive: [f32; 3]
§

SetMaterialVariant

Fields

§variant: String
§

SpawnObjects

Fields

§shape: Shape
§scale: [f32; 3]
§color: [f32; 4]
§body: Body
§positions: Vec<[f32; 3]>
§

SpawnInstanced

Fields

§shape: Shape
§transforms: Vec<InstanceWire>
§color: [f32; 4]
§

SpawnInstancedWithMaterial

Fields

§shape: Shape
§transforms: Vec<InstanceWire>
§material: String
§

SetInstances

Fields

§batch: Ref
§transforms: Vec<InstanceWire>
§

SpawnClothSheet

Fields

§position: [f32; 3]
§width: f32
§height: f32
§

BlendToAnimationNamed

Fields

§entity: Ref
§name: String
§seconds: f32
§

AddAnimationLayer

Fields

§entity: Ref
§clip_index: usize
§weight: f32
§

NameEntity

Fields

§name: String
§entity: Ref
§

Name

Fields

§entity: Ref
§

SetEntityName

Fields

§entity: Ref
§name: String
§

Children

Fields

§entity: Ref
§

Descendants

Fields

§entity: Ref
§

Roots

§

SceneTree

§

MaterialOf

Fields

§entity: Ref
§

GetColor

Fields

§entity: Ref
§

GetMetallicRoughness

Fields

§entity: Ref
§

GetEmissive

Fields

§entity: Ref
§

GetUnlit

Fields

§entity: Ref
§

GetTexture

Fields

§entity: Ref
§

DescribeEntity

Fields

§entity: Ref
§

SetTextAlignment

Fields

§entity: Ref
§alignment: TextAlignment
§

SetMorphWeights

Fields

§entity: Ref
§weights: Vec<f32>
§

MorphWeight

Fields

§entity: Ref
§index: u32
§

MorphTargetCount

Fields

§entity: Ref
§

SetFog

Fields

§enabled: bool
§color: [f32; 3]
§start: f32
§end: f32
§

SetDepthOfField

Fields

§enabled: bool
§focus_distance: f32
§focus_range: f32
§max_blur_radius: f32
§bokeh_threshold: f32
§

Screenshot

Fields

§path: String
§

SetShadingMode

Fields

§mode: String
§

AnimatePosition

Fields

§entity: Ref
§to: [f32; 3]
§seconds: f32
§easing: String
§

AnimateScale

Fields

§entity: Ref
§to: [f32; 3]
§seconds: f32
§easing: String
§

AnimateColor

Fields

§entity: Ref
§to: [f32; 4]
§seconds: f32
§easing: String
§

ShakeCamera

Fields

§strength: f32
§seconds: f32
§

ReachTo

Fields

§root: Ref
§mid: Ref
§tip: Ref
§target: [f32; 3]
§pole: Option<[f32; 3]>
§

Bounds

Fields

§entity: Ref
§

BoundsOf

Fields

§entities: Vec<Ref>
§

FrameEntities

Fields

§entities: Vec<Ref>
§

SpawnParticleEmitter

Fields

§emitter: EmitterWire
§

SetEmitter

Fields

§emitter_entity: Ref
§emitter: EmitterWire
§

SpawnDecal

Fields

§texture: String
§position: [f32; 3]
§normal: [f32; 3]
§size: f32
§

SaveScene

Fields

§name: String
§

LoadScene

Fields

§bytes: Vec<u8>
§

WindowSize

§

CursorLocked

§

FramesPerSecond

§

FrameCount

§

UptimeMilliseconds

§

BakeNavmeshWith

Fields

§

Raycast

Fields

§origin: [f32; 3]
§direction: [f32; 3]
§max_distance: f32
§

AttachFixed

Fields

§parent: Ref
§child: Ref
§

AttachHinge

Fields

§parent: Ref
§child: Ref
§axis: String
§

AttachSpring

Fields

§parent: Ref
§child: Ref
§rest_length: f32
§stiffness: f32
§damping: f32
§

AttachRope

Fields

§parent: Ref
§child: Ref
§max_distance: f32
§

ControllerVelocity

Fields

§entity: Ref
§

MoveCharacter

Fields

§entity: Ref
§movement: [f32; 2]
§jump: bool
§

RequestSurfacePick

Fields

§screen_pos: [f32; 2]
§

TakeSurfacePick

§

WorldButtonHovered

Fields

§button: Ref
§

LoadSound

Fields

§name: String
§bytes: Vec<u8>
§

PlaySound

Fields

§name: String
§

PlaySoundLooping

Fields

§name: String
§

PlaySoundAt

Fields

§name: String
§position: [f32; 3]
§

SetVolume

Fields

§entity: Ref
§volume: f32
§

StopSound

Fields

§entity: Ref
§

SetPitch

Fields

§entity: Ref
§rate: f32
§

SetSpatialDistance

Fields

§entity: Ref
§min: f32
§max: f32
§

PanelCheckbox

Fields

§panel: Ref
§label: String
§initial: bool
§

CheckboxValue

Fields

§checkbox: Ref
§

PanelSlider

Fields

§panel: Ref
§min: f32
§max: f32
§initial: f32
§

SliderValue

Fields

§slider: Ref
§

SetSliderValue

Fields

§slider: Ref
§value: f32
§

PanelTextInput

Fields

§panel: Ref
§placeholder: String
§

TextInputChanged

Fields

§input: Ref
§

PanelDropdown

Fields

§panel: Ref
§options: Vec<String>
§initial: usize
§

DropdownSelected

Fields

§dropdown: Ref
§

PanelProgressBar

Fields

§panel: Ref
§initial: f32
§

SetProgress

Fields

§bar: Ref
§value: f32
§

PanelToggle

Fields

§panel: Ref
§initial: bool
§

ToggleValue

Fields

§toggle: Ref
§

PanelRadio

Fields

§panel: Ref
§label: String
§group_id: u32
§option_index: usize
§

RadioSelected

Fields

§group_id: u32
§

PanelRangeSlider

Fields

§panel: Ref
§min: f32
§max: f32
§low: f32
§high: f32
§

SetRange

Fields

§slider: Ref
§low: f32
§high: f32
§

PanelTabs

Fields

§panel: Ref
§labels: Vec<String>
§initial: usize
§

SetTab

Fields

§tabs: Ref
§index: usize
§

PanelCollapsing

Fields

§panel: Ref
§label: String
§open: bool
§

PanelColorPicker

Fields

§panel: Ref
§initial: [f32; 4]
§

ColorValue

Fields

§picker: Ref
§

PanelTextArea

Fields

§panel: Ref
§placeholder: String
§rows: usize
§

PanelTextAreaWithValue

Fields

§panel: Ref
§placeholder: String
§rows: usize
§initial: String
§

SetTextArea

Fields

§area: Ref
§text: String
§

PanelMultiSelect

Fields

§panel: Ref
§options: Vec<String>
§

SetMultiSelect

Fields

§widget: Ref
§indices: Vec<u32>
§

PanelDatePicker

Fields

§panel: Ref
§year: i32
§month: u32
§day: u32
§

SetDate

Fields

§picker: Ref
§year: i32
§month: u32
§day: u32
§

PanelMenu

Fields

§panel: Ref
§label: String
§items: Vec<String>
§

PanelColorPickerHsv

Fields

§panel: Ref
§initial: [f32; 4]
§

PanelSplitter

Fields

§panel: Ref
§horizontal: bool
§ratio: f32
§

PanelBreadcrumb

Fields

§panel: Ref
§segments: Vec<String>
§

PanelVirtualList

Fields

§panel: Ref
§item_height: f32
§pool_size: usize
§

PanelTable

Fields

§panel: Ref
§headers: Vec<String>
§widths: Vec<f32>
§

PanelDataGrid

Fields

§panel: Ref
§headers: Vec<String>
§widths: Vec<f32>
§pool_size: usize
§

SetDataGridRows

Fields

§grid: Ref
§count: usize
§

SetDataGridCell

Fields

§grid: Ref
§row: usize
§column: usize
§text: String
§

DataGridSelectionChanged

Fields

§grid: Ref
§

PanelCommandPalette

Fields

§panel: Ref
§pool_size: usize
§

PanelPropertyGrid

Fields

§panel: Ref
§label_width: f32
§

PanelPropertyRow

Fields

§grid: Ref
§label: String
§

PanelTreeView

Fields

§panel: Ref
§multi_select: bool
§

TreeContent

Fields

§tree_view: Ref
§

TreeNode

Fields

§tree_view: Ref
§parent_container: Ref
§label: String
§depth: usize
§user_data: u64
§

TreeNodeChildren

Fields

§node: Ref
§

SetTreeNodeExpanded

Fields

§node: Ref
§expanded: bool
§

TreeViewSelected

Fields

§tree_view: Ref
§

PanelDragValue

Fields

§panel: Ref
§min: f32
§max: f32
§initial: f32
§

DragValue

Fields

§widget: Ref
§

PanelSelectable

Fields

§panel: Ref
§text: String
§group: u32
§grouped: bool
§

PanelModal

Fields

§panel: Ref
§title: String
§width: f32
§height: f32
§

PanelSpinner

Fields

§panel: Ref
§

PanelSeparator

Fields

§panel: Ref
§

PanelHeading

Fields

§panel: Ref
§text: String
§

SaveSceneToFile

Fields

§path: String
§

LoadSceneFromFile

Fields

§path: String

Implementations§

Source§

impl Command

Source

pub fn name(&self) -> &'static str

This command’s variant name, the key the manifest and a binding use, read straight off the value with no serialization.

Trait Implementations§

Source§

impl Clone for Command

Source§

fn clone(&self) -> Command

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for Command

Source§

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

Formats the value using the given formatter. Read more
Source§

impl<'de> Deserialize<'de> for Command

Source§

fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Schema for Command

Source§

impl Serialize for Command

Source§

fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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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.
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSend for T
where T: Any + Send,

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fn into_any_send(self: Box<T>) -> Box<dyn Any + Send>

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_sync(self: Box<T>) -> Box<dyn Any + Sync + Send>

Converts Box<Trait> (where Trait: DowncastSync) to Box<dyn Any + Send + Sync>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Converts Arc<Trait> (where Trait: DowncastSync) to Arc<Any>, which can then be downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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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<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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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> Same for T

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type Output = T

Should always be Self
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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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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 = Infallible

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

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<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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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