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Lighting

Struct Lighting 

Source
pub struct Lighting { /* private fields */ }
Expand description

A structure describing the lighting model.

§Example

use ndarray::Array;
use plotlars::{ColorBar, Lighting, Palette, Plot, SurfacePlot, Text};
use polars::prelude::*;
use std::iter;

let n: usize = 100;
let x_base: Vec<f64> = Array::linspace(-10.0, 10.0, n).into_raw_vec();
let y_base: Vec<f64> = Array::linspace(-10.0, 10.0, n).into_raw_vec();

let x = x_base
    .iter()
    .flat_map(|&xi| iter::repeat(xi).take(n))
    .collect::<Vec<_>>();

let y = y_base
    .iter()
    .cycle()
    .take(n * n)
    .cloned()
    .collect::<Vec<_>>();

let z = x_base
    .iter()
    .map(|i| {
        y_base
            .iter()
            .map(|j| 1.0 / (j * j + 5.0) * j.sin() + 1.0 / (i * i + 5.0) * i.cos())
            .collect::<Vec<_>>()
    })
    .flatten()
    .collect::<Vec<_>>();

let dataset = df![
        "x" => &x,
        "y" => &y,
        "z" => &z,
    ]
    .unwrap();

SurfacePlot::builder()
    .data(&dataset)
    .x("x")
    .y("y")
    .z("z")
    .plot_title(
        Text::from("Surface Plot")
            .font("Arial")
            .size(18),
    )
    .color_bar(
        &ColorBar::new()
            .border_width(1),
    )
    .color_scale(Palette::Cividis)
    .reverse_scale(true)
    .lighting(
        &Lighting::new()
            .position(1, 0, 0)
            .ambient(1.0)
            .diffuse(1.0)
            .fresnel(1.0)
            .roughness(1.0)
            .specular(1.0),
    )
    .opacity(0.5)
    .build()
    .plot();

example

Implementations§

Source§

impl Lighting

Source

pub fn new() -> Self

Creates a new Lighting instance with default values.

Examples found in repository?
examples/mesh3d.rs (line 164)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
More examples
Hide additional examples
examples/faceting.rs (line 375)
333fn mesh3d_example() {
334    let mut x_vals = Vec::new();
335    let mut y_vals = Vec::new();
336    let mut z_vals = Vec::new();
337    let mut surface_type = Vec::new();
338
339    let n = 25;
340
341    for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342        for i in 0..n {
343            for j in 0..n {
344                let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345                let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347                let z = match *surface {
348                    "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349                    "Saddle" => 0.3 * (x * x - y * y),
350                    "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351                    _ => 0.0,
352                };
353
354                x_vals.push(x);
355                y_vals.push(y);
356                z_vals.push(z);
357                surface_type.push(surface.to_string());
358            }
359        }
360    }
361
362    let dataset = DataFrame::new(
363        x_vals.len(),
364        vec![
365            Column::new("x".into(), x_vals),
366            Column::new("y".into(), y_vals),
367            Column::new("z".into(), z_vals),
368            Column::new("surface_type".into(), surface_type),
369        ],
370    )
371    .unwrap();
372
373    let config = FacetConfig::new().cols(3).rows(1);
374
375    let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377    Mesh3D::builder()
378        .data(&dataset)
379        .x("x")
380        .y("y")
381        .z("z")
382        .facet("surface_type")
383        .facet_config(&config)
384        .color(Rgb(100, 150, 200))
385        .lighting(&lighting)
386        .plot_title(
387            Text::from("Mathematical Surfaces Comparison")
388                .font("Arial")
389                .size(20),
390        )
391        .build()
392        .plot();
393}
Source

pub fn position(self, x: i32, y: i32, z: i32) -> Self

Sets the position of the virtual light source.

§Arguments
  • x – An i32 value representing the x‑coordinate of the light.
  • y – An i32 value representing the y‑coordinate of the light.
  • z – An i32 value representing the z‑coordinate of the light (positive z points toward the viewer).
Source

pub fn ambient(self, value: f64) -> Self

Sets the ambient light component.

§Arguments
  • value – A f64 value in the range 0.0 – 1.0 specifying the uniform tint strength.
Examples found in repository?
examples/mesh3d.rs (line 165)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
More examples
Hide additional examples
examples/faceting.rs (line 375)
333fn mesh3d_example() {
334    let mut x_vals = Vec::new();
335    let mut y_vals = Vec::new();
336    let mut z_vals = Vec::new();
337    let mut surface_type = Vec::new();
338
339    let n = 25;
340
341    for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342        for i in 0..n {
343            for j in 0..n {
344                let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345                let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347                let z = match *surface {
348                    "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349                    "Saddle" => 0.3 * (x * x - y * y),
350                    "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351                    _ => 0.0,
352                };
353
354                x_vals.push(x);
355                y_vals.push(y);
356                z_vals.push(z);
357                surface_type.push(surface.to_string());
358            }
359        }
360    }
361
362    let dataset = DataFrame::new(
363        x_vals.len(),
364        vec![
365            Column::new("x".into(), x_vals),
366            Column::new("y".into(), y_vals),
367            Column::new("z".into(), z_vals),
368            Column::new("surface_type".into(), surface_type),
369        ],
370    )
371    .unwrap();
372
373    let config = FacetConfig::new().cols(3).rows(1);
374
375    let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377    Mesh3D::builder()
378        .data(&dataset)
379        .x("x")
380        .y("y")
381        .z("z")
382        .facet("surface_type")
383        .facet_config(&config)
384        .color(Rgb(100, 150, 200))
385        .lighting(&lighting)
386        .plot_title(
387            Text::from("Mathematical Surfaces Comparison")
388                .font("Arial")
389                .size(20),
390        )
391        .build()
392        .plot();
393}
Source

pub fn diffuse(self, value: f64) -> Self

Sets the diffuse light component.

§Arguments
  • value – A f64 value in the range 0.0 – 1.0 specifying the Lambertian reflection strength.
Examples found in repository?
examples/mesh3d.rs (line 166)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
More examples
Hide additional examples
examples/faceting.rs (line 375)
333fn mesh3d_example() {
334    let mut x_vals = Vec::new();
335    let mut y_vals = Vec::new();
336    let mut z_vals = Vec::new();
337    let mut surface_type = Vec::new();
338
339    let n = 25;
340
341    for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342        for i in 0..n {
343            for j in 0..n {
344                let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345                let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347                let z = match *surface {
348                    "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349                    "Saddle" => 0.3 * (x * x - y * y),
350                    "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351                    _ => 0.0,
352                };
353
354                x_vals.push(x);
355                y_vals.push(y);
356                z_vals.push(z);
357                surface_type.push(surface.to_string());
358            }
359        }
360    }
361
362    let dataset = DataFrame::new(
363        x_vals.len(),
364        vec![
365            Column::new("x".into(), x_vals),
366            Column::new("y".into(), y_vals),
367            Column::new("z".into(), z_vals),
368            Column::new("surface_type".into(), surface_type),
369        ],
370    )
371    .unwrap();
372
373    let config = FacetConfig::new().cols(3).rows(1);
374
375    let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377    Mesh3D::builder()
378        .data(&dataset)
379        .x("x")
380        .y("y")
381        .z("z")
382        .facet("surface_type")
383        .facet_config(&config)
384        .color(Rgb(100, 150, 200))
385        .lighting(&lighting)
386        .plot_title(
387            Text::from("Mathematical Surfaces Comparison")
388                .font("Arial")
389                .size(20),
390        )
391        .build()
392        .plot();
393}
Source

pub fn fresnel(self, value: f64) -> Self

Sets the Fresnel (edge brightness) component.

§Arguments
  • value – A f64 value in the range 0.0 – 1.0 specifying the rim‑light intensity.
Examples found in repository?
examples/mesh3d.rs (line 169)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
Source

pub fn roughness(self, value: f64) -> Self

Sets the roughness of the material.

§Arguments
  • value – A f64 value in the range 0.0 – 1.0 that controls highlight width (0.0 = glossy, 1.0 = matte).
Examples found in repository?
examples/mesh3d.rs (line 168)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
Source

pub fn specular(self, value: f64) -> Self

Sets the specular highlight intensity.

§Arguments
  • value – A f64 value in the range 0.0 – 1.0 specifying the mirror‑like highlight strength.
Examples found in repository?
examples/mesh3d.rs (line 167)
128fn example_with_lighting() {
129    // Create a simple wavy surface mesh without explicit indices
130    // The mesh will be auto-triangulated
131    let mut x = Vec::new();
132    let mut y = Vec::new();
133    let mut z = Vec::new();
134
135    let n = 20;
136    for i in 0..n {
137        for j in 0..n {
138            let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139            let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140            x.push(xi);
141            y.push(yj);
142            // Create a wavy surface
143            z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144        }
145    }
146
147    let dataset = DataFrame::new(
148        x.len(),
149        vec![
150            Column::new("x".into(), x),
151            Column::new("y".into(), y),
152            Column::new("z".into(), z),
153        ],
154    )
155    .unwrap();
156
157    Mesh3D::builder()
158        .data(&dataset)
159        .x("x")
160        .y("y")
161        .z("z")
162        .color(Rgb(200, 200, 255))
163        .lighting(
164            &Lighting::new()
165                .ambient(0.5)
166                .diffuse(0.8)
167                .specular(0.5)
168                .roughness(0.2)
169                .fresnel(0.2),
170        )
171        .light_position((1, 1, 2))
172        .opacity(1.0)
173        .flat_shading(false)
174        .contour(true)
175        .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176        .build()
177        .plot();
178}
More examples
Hide additional examples
examples/faceting.rs (line 375)
333fn mesh3d_example() {
334    let mut x_vals = Vec::new();
335    let mut y_vals = Vec::new();
336    let mut z_vals = Vec::new();
337    let mut surface_type = Vec::new();
338
339    let n = 25;
340
341    for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342        for i in 0..n {
343            for j in 0..n {
344                let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345                let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347                let z = match *surface {
348                    "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349                    "Saddle" => 0.3 * (x * x - y * y),
350                    "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351                    _ => 0.0,
352                };
353
354                x_vals.push(x);
355                y_vals.push(y);
356                z_vals.push(z);
357                surface_type.push(surface.to_string());
358            }
359        }
360    }
361
362    let dataset = DataFrame::new(
363        x_vals.len(),
364        vec![
365            Column::new("x".into(), x_vals),
366            Column::new("y".into(), y_vals),
367            Column::new("z".into(), z_vals),
368            Column::new("surface_type".into(), surface_type),
369        ],
370    )
371    .unwrap();
372
373    let config = FacetConfig::new().cols(3).rows(1);
374
375    let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377    Mesh3D::builder()
378        .data(&dataset)
379        .x("x")
380        .y("y")
381        .z("z")
382        .facet("surface_type")
383        .facet_config(&config)
384        .color(Rgb(100, 150, 200))
385        .lighting(&lighting)
386        .plot_title(
387            Text::from("Mathematical Surfaces Comparison")
388                .font("Arial")
389                .size(20),
390        )
391        .build()
392        .plot();
393}

Trait Implementations§

Source§

impl Clone for Lighting

Source§

fn clone(&self) -> Lighting

Returns a duplicate of the value. Read more
1.0.0 · Source§

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

Performs copy-assignment from source. Read more
Source§

impl Default for Lighting

Source§

fn default() -> Lighting

Returns the “default value” for a type. Read more

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where T: 'static + ?Sized,

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where T: ?Sized,

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fn borrow(&self) -> &T

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where T: ?Sized,

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

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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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where T: Clone,

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fn __clone_box(&self, _: Private) -> *mut ()

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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<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<T> Key for T
where T: Clone,

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fn align() -> usize

The alignment necessary for the key. Must return a power of two.
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fn size(&self) -> usize

The size of the key in bytes.
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unsafe fn init(&self, ptr: *mut u8)

Initialize the key in the given memory location. Read more
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unsafe fn get<'a>(ptr: *const u8) -> &'a T

Get a reference to the key from the given memory location. Read more
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unsafe fn drop_in_place(ptr: *mut u8)

Drop the key in place. Read more
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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> PolicyExt for T
where T: ?Sized,

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fn and<P, B, E>(self, other: P) -> And<T, P>
where T: Policy<B, E>, P: Policy<B, E>,

Create a new Policy that returns Action::Follow only if self and other return Action::Follow. Read more
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fn or<P, B, E>(self, other: P) -> Or<T, P>
where T: Policy<B, E>, P: Policy<B, E>,

Create a new Policy that returns Action::Follow if either self or other returns Action::Follow. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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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> 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> 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
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impl<T> ErasedDestructor for T
where T: 'static,

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impl<T> PlanCallbackArgs for T

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impl<T> PlanCallbackOut for T