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SoundEngine

Struct SoundEngine 

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

Internal state of sound engine.

Implementations§

Source§

impl SoundEngine

Source

pub fn new() -> Arc<Mutex<Self>>

Creates new instance of a sound engine. It is possible to have multiple engine running at the same time, but you shouldn’t do this because you can create multiple contexts which should cover 99% of use cases.

Examples found in repository?
examples/raw_streaming.rs (line 55)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 13)
11fn main() {
12    // Initialize sound engine with default output device.
13    let engine = SoundEngine::new();
14
15    // Initialize new sound context.
16    let context = SoundContext::new();
17
18    engine.lock().unwrap().add_context(context.clone());
19
20    // Load sound buffer.
21    let waterfall_buffer = SoundBufferResource::new_streaming(
22        block_on(DataSource::from_file("examples/data/waterfall.ogg")).unwrap(),
23    )
24    .unwrap();
25
26    // Create flat source (without spatial effects) using that buffer.
27    let source = GenericSourceBuilder::new()
28        .with_buffer(waterfall_buffer)
29        .with_status(Status::Playing)
30        .with_looping(true)
31        .build_source()
32        .unwrap();
33
34    // Each sound sound must be added to context, context takes ownership on source
35    // and returns pool handle to it by which it can be accessed later on if needed.
36    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
37
38    thread::sleep(Duration::from_secs(30))
39}
examples/play_sound.rs (line 12)
10fn main() {
11    // Initialize sound engine with default output device.
12    let engine = SoundEngine::new();
13
14    // Create new context.
15    let context = SoundContext::new();
16
17    // Register context in the engine.
18    engine.lock().unwrap().add_context(context.clone());
19
20    // Load sound buffer.
21    let door_open_buffer = SoundBufferResource::new_generic(
22        rg3d_sound::futures::executor::block_on(DataSource::from_file(
23            "examples/data/door_open.wav",
24        ))
25        .unwrap(),
26    )
27    .unwrap();
28
29    // Create generic source (without spatial effects) using that buffer.
30    let source = GenericSourceBuilder::new()
31        .with_buffer(door_open_buffer)
32        .with_status(Status::Playing)
33        .build_source()
34        .unwrap();
35
36    // Each sound sound must be added to context, context takes ownership on source
37    // and returns pool handle to it by which it can be accessed later on if needed.
38    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
39
40    // Wait until sound will play completely.
41    thread::sleep(Duration::from_secs(3));
42}
examples/raw_samples.rs (line 11)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 17)
15fn main() {
16    // Initialize sound engine with default output device.
17    let engine = SoundEngine::new();
18
19    // Initialize new sound context.
20    let context = SoundContext::new();
21
22    engine.lock().unwrap().add_context(context.clone());
23
24    // Load sound buffer.
25    let drop_buffer = SoundBufferResource::new_generic(
26        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
27    )
28    .unwrap();
29
30    // Create spatial source - spatial sources can be positioned in space.
31    let source = SpatialSourceBuilder::new(
32        GenericSourceBuilder::new()
33            .with_buffer(drop_buffer)
34            .with_looping(true)
35            .with_status(Status::Playing)
36            .build()
37            .unwrap(),
38    )
39    .build_source();
40
41    // Each sound sound must be added to context, context takes ownership on source
42    // and returns pool handle to it by which it can be accessed later on if needed.
43    let source_handle: Handle<SoundSource> = context.state().add_source(source);
44
45    // Move sound around listener for some time.
46    let start_time = time::Instant::now();
47    let mut angle = 0.0f32;
48    while (time::Instant::now() - start_time).as_secs() < 11 {
49        if let SoundSource::Spatial(spatial) = context.state().source_mut(source_handle) {
50            let axis = Vector3::y_axis();
51            let rotation_matrix =
52                UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
53            spatial.set_position(
54                rotation_matrix
55                    .transform_point(&Point3::new(0.0, 0.0, 3.0))
56                    .coords,
57            );
58        }
59        angle += 3.6;
60
61        // Limit rate of updates.
62        thread::sleep(Duration::from_millis(100));
63    }
64}
examples/listener.rs (line 17)
15fn main() {
16    // Initialize sound engine with default output device.
17    let engine = SoundEngine::new();
18
19    // Initialize new sound context.
20    let context = SoundContext::new();
21
22    engine.lock().unwrap().add_context(context.clone());
23
24    // Load sound buffer.
25    let drop_buffer = SoundBufferResource::new_generic(
26        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
27    )
28    .unwrap();
29
30    // Create spatial source - spatial sources can be positioned in space.
31    let source = SpatialSourceBuilder::new(
32        GenericSourceBuilder::new()
33            .with_buffer(drop_buffer)
34            .with_looping(true)
35            .with_status(Status::Playing)
36            .build()
37            .unwrap(),
38    )
39    .build_source();
40
41    // Each sound sound must be added to context, context takes ownership on source
42    // and returns pool handle to it by which it can be accessed later on if needed.
43    context.state().add_source(source);
44
45    // Rotate listener for some time.
46    let start_time = time::Instant::now();
47    let mut angle = 0.0f32;
48    while (time::Instant::now() - start_time).as_secs() < 20 {
49        // Separate scope for update to make sure that mutex lock will be released before
50        // thread::sleep will be called so context can actually work in background thread.
51        {
52            let mut context = context.state();
53
54            let listener = context.listener_mut();
55
56            // Define up-axis of listener.
57            let up = Vector3::y_axis();
58
59            // And rotate look axis.
60            let rotation_matrix =
61                UnitQuaternion::from_axis_angle(&up, angle.to_radians()).to_homogeneous();
62            let look = rotation_matrix
63                .transform_point(&Point3::new(0.0, 0.0, 1.0))
64                .coords;
65
66            // Finally combine axes. _lh suffix here means that we using left-handed coordinate system.
67            // there is also _rh (right handed) version. Also basis can be set directly by using `set_basis`
68            listener.set_orientation_lh(look, *up);
69
70            // Move listener a bit back from sound source.
71            listener.set_position(Vector3::new(0.0, 0.0, -2.0));
72
73            // Continue rotation.
74            angle += 2.0;
75        }
76
77        // Limit rate of updates.
78        thread::sleep(Duration::from_millis(100));
79    }
80}
Source

pub fn without_device() -> Arc<Mutex<Self>>

Creates new instance of a sound engine without running a device thread. The user must periodically run Self::render.

Examples found in repository?
examples/write_wav.rs (line 11)
9fn main() {
10    // Initialize sound engine without output device.
11    let engine = SoundEngine::without_device();
12
13    // Create new context.
14    let context = SoundContext::new();
15
16    // Register context in the engine.
17    engine.lock().unwrap().add_context(context.clone());
18
19    // Load sound buffer.
20    let door_open_buffer = SoundBufferResource::new_generic(
21        rg3d_sound::futures::executor::block_on(DataSource::from_file(
22            "examples/data/door_open.wav",
23        ))
24        .unwrap(),
25    )
26    .unwrap();
27
28    // Create generic source (without spatial effects) using that buffer.
29    let source = GenericSourceBuilder::new()
30        .with_buffer(door_open_buffer)
31        .with_status(Status::Playing)
32        .build_source()
33        .unwrap();
34
35    // Each sound sound must be added to context, context takes ownership on source
36    // and returns pool handle to it by which it can be accessed later on if needed.
37    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
38
39    // Create output wav file. The sample rate is currently fixed.
40    let wav_spec = hound::WavSpec {
41        channels: 2,
42        sample_rate: rg3d_sound::context::SAMPLE_RATE,
43        bits_per_sample: 32,
44        sample_format: hound::SampleFormat::Float,
45    };
46    let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
47
48    // Create an output buffer.
49    let buf_len = SoundEngine::render_buffer_len();
50    let mut buf = vec![(0.0f32, 0.0f32); buf_len];
51    let mut samples_written = 0;
52
53    // Wait until sound will play completely.
54    while samples_written < 3 * rg3d_sound::context::SAMPLE_RATE {
55        engine.lock().unwrap().render(&mut buf);
56        for &(l, r) in buf.iter() {
57            wav_writer.write_sample(l).unwrap();
58            wav_writer.write_sample(r).unwrap();
59        }
60        samples_written += buf_len as u32;
61    }
62
63    wav_writer.finalize().unwrap();
64}
Source

pub fn add_context(&mut self, context: SoundContext)

Adds new context to the engine. Each context must be added to the engine to emit sounds.

Examples found in repository?
examples/raw_streaming.rs (line 60)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 18)
11fn main() {
12    // Initialize sound engine with default output device.
13    let engine = SoundEngine::new();
14
15    // Initialize new sound context.
16    let context = SoundContext::new();
17
18    engine.lock().unwrap().add_context(context.clone());
19
20    // Load sound buffer.
21    let waterfall_buffer = SoundBufferResource::new_streaming(
22        block_on(DataSource::from_file("examples/data/waterfall.ogg")).unwrap(),
23    )
24    .unwrap();
25
26    // Create flat source (without spatial effects) using that buffer.
27    let source = GenericSourceBuilder::new()
28        .with_buffer(waterfall_buffer)
29        .with_status(Status::Playing)
30        .with_looping(true)
31        .build_source()
32        .unwrap();
33
34    // Each sound sound must be added to context, context takes ownership on source
35    // and returns pool handle to it by which it can be accessed later on if needed.
36    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
37
38    thread::sleep(Duration::from_secs(30))
39}
examples/play_sound.rs (line 18)
10fn main() {
11    // Initialize sound engine with default output device.
12    let engine = SoundEngine::new();
13
14    // Create new context.
15    let context = SoundContext::new();
16
17    // Register context in the engine.
18    engine.lock().unwrap().add_context(context.clone());
19
20    // Load sound buffer.
21    let door_open_buffer = SoundBufferResource::new_generic(
22        rg3d_sound::futures::executor::block_on(DataSource::from_file(
23            "examples/data/door_open.wav",
24        ))
25        .unwrap(),
26    )
27    .unwrap();
28
29    // Create generic source (without spatial effects) using that buffer.
30    let source = GenericSourceBuilder::new()
31        .with_buffer(door_open_buffer)
32        .with_status(Status::Playing)
33        .build_source()
34        .unwrap();
35
36    // Each sound sound must be added to context, context takes ownership on source
37    // and returns pool handle to it by which it can be accessed later on if needed.
38    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
39
40    // Wait until sound will play completely.
41    thread::sleep(Duration::from_secs(3));
42}
examples/raw_samples.rs (line 16)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 22)
15fn main() {
16    // Initialize sound engine with default output device.
17    let engine = SoundEngine::new();
18
19    // Initialize new sound context.
20    let context = SoundContext::new();
21
22    engine.lock().unwrap().add_context(context.clone());
23
24    // Load sound buffer.
25    let drop_buffer = SoundBufferResource::new_generic(
26        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
27    )
28    .unwrap();
29
30    // Create spatial source - spatial sources can be positioned in space.
31    let source = SpatialSourceBuilder::new(
32        GenericSourceBuilder::new()
33            .with_buffer(drop_buffer)
34            .with_looping(true)
35            .with_status(Status::Playing)
36            .build()
37            .unwrap(),
38    )
39    .build_source();
40
41    // Each sound sound must be added to context, context takes ownership on source
42    // and returns pool handle to it by which it can be accessed later on if needed.
43    let source_handle: Handle<SoundSource> = context.state().add_source(source);
44
45    // Move sound around listener for some time.
46    let start_time = time::Instant::now();
47    let mut angle = 0.0f32;
48    while (time::Instant::now() - start_time).as_secs() < 11 {
49        if let SoundSource::Spatial(spatial) = context.state().source_mut(source_handle) {
50            let axis = Vector3::y_axis();
51            let rotation_matrix =
52                UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
53            spatial.set_position(
54                rotation_matrix
55                    .transform_point(&Point3::new(0.0, 0.0, 3.0))
56                    .coords,
57            );
58        }
59        angle += 3.6;
60
61        // Limit rate of updates.
62        thread::sleep(Duration::from_millis(100));
63    }
64}
examples/write_wav.rs (line 17)
9fn main() {
10    // Initialize sound engine without output device.
11    let engine = SoundEngine::without_device();
12
13    // Create new context.
14    let context = SoundContext::new();
15
16    // Register context in the engine.
17    engine.lock().unwrap().add_context(context.clone());
18
19    // Load sound buffer.
20    let door_open_buffer = SoundBufferResource::new_generic(
21        rg3d_sound::futures::executor::block_on(DataSource::from_file(
22            "examples/data/door_open.wav",
23        ))
24        .unwrap(),
25    )
26    .unwrap();
27
28    // Create generic source (without spatial effects) using that buffer.
29    let source = GenericSourceBuilder::new()
30        .with_buffer(door_open_buffer)
31        .with_status(Status::Playing)
32        .build_source()
33        .unwrap();
34
35    // Each sound sound must be added to context, context takes ownership on source
36    // and returns pool handle to it by which it can be accessed later on if needed.
37    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
38
39    // Create output wav file. The sample rate is currently fixed.
40    let wav_spec = hound::WavSpec {
41        channels: 2,
42        sample_rate: rg3d_sound::context::SAMPLE_RATE,
43        bits_per_sample: 32,
44        sample_format: hound::SampleFormat::Float,
45    };
46    let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
47
48    // Create an output buffer.
49    let buf_len = SoundEngine::render_buffer_len();
50    let mut buf = vec![(0.0f32, 0.0f32); buf_len];
51    let mut samples_written = 0;
52
53    // Wait until sound will play completely.
54    while samples_written < 3 * rg3d_sound::context::SAMPLE_RATE {
55        engine.lock().unwrap().render(&mut buf);
56        for &(l, r) in buf.iter() {
57            wav_writer.write_sample(l).unwrap();
58            wav_writer.write_sample(r).unwrap();
59        }
60        samples_written += buf_len as u32;
61    }
62
63    wav_writer.finalize().unwrap();
64}
Source

pub fn remove_context(&mut self, context: SoundContext)

Removes a context from the engine. Removed context will no longer produce any sound.

Source

pub fn has_context(&self, context: &SoundContext) -> bool

Checks if a context is registered in the engine.

Source

pub fn contexts(&self) -> &[SoundContext]

Returns a reference to context container.

Source

pub fn set_master_gain(&mut self, master_gain: f32)

Set global sound volume in [0; 1] range.

Source

pub fn master_gain(&self) -> f32

Returns global sound volume in [0; 1] range.

Source

pub fn render_buffer_len() -> usize

Returns the length of buf to be passed to Self::render().

Examples found in repository?
examples/write_wav.rs (line 49)
9fn main() {
10    // Initialize sound engine without output device.
11    let engine = SoundEngine::without_device();
12
13    // Create new context.
14    let context = SoundContext::new();
15
16    // Register context in the engine.
17    engine.lock().unwrap().add_context(context.clone());
18
19    // Load sound buffer.
20    let door_open_buffer = SoundBufferResource::new_generic(
21        rg3d_sound::futures::executor::block_on(DataSource::from_file(
22            "examples/data/door_open.wav",
23        ))
24        .unwrap(),
25    )
26    .unwrap();
27
28    // Create generic source (without spatial effects) using that buffer.
29    let source = GenericSourceBuilder::new()
30        .with_buffer(door_open_buffer)
31        .with_status(Status::Playing)
32        .build_source()
33        .unwrap();
34
35    // Each sound sound must be added to context, context takes ownership on source
36    // and returns pool handle to it by which it can be accessed later on if needed.
37    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
38
39    // Create output wav file. The sample rate is currently fixed.
40    let wav_spec = hound::WavSpec {
41        channels: 2,
42        sample_rate: rg3d_sound::context::SAMPLE_RATE,
43        bits_per_sample: 32,
44        sample_format: hound::SampleFormat::Float,
45    };
46    let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
47
48    // Create an output buffer.
49    let buf_len = SoundEngine::render_buffer_len();
50    let mut buf = vec![(0.0f32, 0.0f32); buf_len];
51    let mut samples_written = 0;
52
53    // Wait until sound will play completely.
54    while samples_written < 3 * rg3d_sound::context::SAMPLE_RATE {
55        engine.lock().unwrap().render(&mut buf);
56        for &(l, r) in buf.iter() {
57            wav_writer.write_sample(l).unwrap();
58            wav_writer.write_sample(r).unwrap();
59        }
60        samples_written += buf_len as u32;
61    }
62
63    wav_writer.finalize().unwrap();
64}
Source

pub fn render(&mut self, buf: &mut [(f32, f32)])

Renders the sound into buf. The buf must have at least Self::render_buffer_len() elements. This method must be used if and only if the engine was created via Self::without_device.

§Deadlocks

This method internally locks added sound contexts so it must be called when all the contexts are unlocked or you’ll get a deadlock.

Examples found in repository?
examples/write_wav.rs (line 55)
9fn main() {
10    // Initialize sound engine without output device.
11    let engine = SoundEngine::without_device();
12
13    // Create new context.
14    let context = SoundContext::new();
15
16    // Register context in the engine.
17    engine.lock().unwrap().add_context(context.clone());
18
19    // Load sound buffer.
20    let door_open_buffer = SoundBufferResource::new_generic(
21        rg3d_sound::futures::executor::block_on(DataSource::from_file(
22            "examples/data/door_open.wav",
23        ))
24        .unwrap(),
25    )
26    .unwrap();
27
28    // Create generic source (without spatial effects) using that buffer.
29    let source = GenericSourceBuilder::new()
30        .with_buffer(door_open_buffer)
31        .with_status(Status::Playing)
32        .build_source()
33        .unwrap();
34
35    // Each sound sound must be added to context, context takes ownership on source
36    // and returns pool handle to it by which it can be accessed later on if needed.
37    let _source_handle: Handle<SoundSource> = context.state().add_source(source);
38
39    // Create output wav file. The sample rate is currently fixed.
40    let wav_spec = hound::WavSpec {
41        channels: 2,
42        sample_rate: rg3d_sound::context::SAMPLE_RATE,
43        bits_per_sample: 32,
44        sample_format: hound::SampleFormat::Float,
45    };
46    let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
47
48    // Create an output buffer.
49    let buf_len = SoundEngine::render_buffer_len();
50    let mut buf = vec![(0.0f32, 0.0f32); buf_len];
51    let mut samples_written = 0;
52
53    // Wait until sound will play completely.
54    while samples_written < 3 * rg3d_sound::context::SAMPLE_RATE {
55        engine.lock().unwrap().render(&mut buf);
56        for &(l, r) in buf.iter() {
57            wav_writer.write_sample(l).unwrap();
58            wav_writer.write_sample(r).unwrap();
59        }
60        samples_written += buf_len as u32;
61    }
62
63    wav_writer.finalize().unwrap();
64}

Trait Implementations§

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impl Default for SoundEngine

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fn default() -> SoundEngine

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

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult

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Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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type Error = Infallible

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fn vzip(self) -> V