pub struct Surface {
pub name: String,
pub class: Option<SurfaceClass>,
}Expand description
A collision surface: what a triangle is made of. name is the source’s own (a game’s physic material, “Snow”,
“CONCRETE_POTHOLE”); class what it is generically, set by the source’s lowering pass from a named table (a
reader leaves it None). Writers map classes onto their target’s surfaces; a game’s properties for it (friction,
sound) stay in its dialect.
Fields§
§name: String§class: Option<SurfaceClass>None: not classified (a writer that needs a class refuses it or counts it by a named policy).
Implementations§
Trait Implementations§
impl Eq for Surface
impl StructuralPartialEq for Surface
Auto Trait Implementations§
impl Forget for Surface
impl Freeze for Surface
impl RefUnwindSafe for Surface
impl Send for Surface
impl Sync for Surface
impl Unpin for Surface
impl UnsafeUnpin for Surface
impl UnwindSafe for Surface
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.