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GridTransform

Struct GridTransform 

Source
pub struct GridTransform {
    pub origin: DVec3,
    pub rotation: DQuat,
    pub voxel_world_size: f64,
}
Expand description

f64 world placement of one grid: position + orientation.

origin is the grid’s local-space origin in world coords — a grid-local point p (in voxel units) maps to origin + rotation * (p * voxel_world_size).

SC — voxel_world_size is the grid’s world units per voxel (1.0 = the classic 1:1). A coarse planet grid might use 4.0 (big voxels) and a finely detailed ship 0.25, so they coexist at the right relative sizes in one scene. The scale enters ONLY at the world↔grid-local boundary (crate::world_to_grid_local / crate::grid_local_to_world, Scene::raycast, shadows); the per-grid voxel storage, marchers and bakes are scale-agnostic. Only a uniform scalar is supported (anisotropic scale would break the ray-length invariant the raycast/shadow t conversion relies on).

Fields§

§origin: DVec3

The grid’s local-space origin, in world coordinates.

§rotation: DQuat

The grid’s orientation about origin.

§voxel_world_size: f64

SC — world units per voxel (1.0 = 1:1). See the type docs. #[serde(skip)]: this field is NOT part of GridTransform’s wire form (which stays frozen for snapshot back-compat). The snapshot persists it as a trailing field on crate::snapshot::GridSnapshot instead, so old saves — which predate it — still load (defaulting to 1.0). A standalone GridTransform deserialize also defaults it to 1.0.

Implementations§

Source§

impl GridTransform

Source

pub fn identity() -> Self

Identity transform at world origin, 1 world unit per voxel. Useful as a default for the first grid added to an otherwise empty scene.

Examples found in repository?
examples/book_controller.rs (line 31)
29fn build_world() -> Scene {
30    let mut scene = Scene::new();
31    let id = scene.add_grid(GridTransform::identity());
32    let g = scene.grid_mut(id).expect("grid");
33    // Ground slab: surface plane at z = 100 (+z is down, so the
34    // slab fills downward).
35    g.set_rect(
36        IVec3::new(20, 20, 100),
37        IVec3::new(140, 140, 120),
38        Some(VoxColor::rgb(0x4d, 0x8a, 0x3a)),
39    );
40    // A 1-voxel ledge to step onto, and a wall to slide along.
41    g.set_rect(
42        IVec3::new(90, 20, 99),
43        IVec3::new(140, 140, 99),
44        Some(VoxColor::rgb(0x77, 0x66, 0x55)),
45    );
46    g.set_rect(
47        IVec3::new(60, 70, 60),
48        IVec3::new(62, 140, 99),
49        Some(VoxColor::rgb(0x88, 0x44, 0x44)),
50    );
51    // A water curtain the veto lets the body wade through. Two
52    // format facts (both pinned as engine tests): pass-through
53    // geometry works up to 2 voxels thick — thicker walls grow a
54    // colourless UnexposedSolid core no veto can classify — and
55    // must sit ≥ 1 voxel inside the chunk (edge voxels lose their
56    // side colours).
57    g.set_rect(IVec3::new(40, 40, 80), IVec3::new(41, 60, 99), Some(WATER));
58    scene
59}
60
61fn main() {
62    let scene = build_world();
63
64    // ANCHOR: setup
65    // A walking body: a feet-positioned collision box, f64 world.
66    // Distances are voxels, times seconds; +z is DOWN, so gravity is
67    // positive and a jump impulse negative.
68    let mut body = CharacterBody::new(CharacterDef {
69        radius: 0.4,      // xy half-extent of the box
70        height: 1.8,      // feet → head (toward -z)
71        eye_height: 1.62, // feet → camera anchor
72        step_up: 1.05,    // auto-step ledges up to 1 voxel
73        solidity: Solidity {
74            bedrock_blocks: false, // match your renderer's policy
75            passable: Some(water_passes),
76        },
77        ..CharacterDef::default()
78    });
79    body.teleport(DVec3::new(50.0, 50.0, 95.0)); // FEET position
80                                                 // ANCHOR_END: setup
81
82    // ANCHOR: frame
83    // Per frame: build a wish direction from input (unit-length or
84    // zero — walk() clamps), call walk() EVERY frame (a zero wish is
85    // what stops the body), then anchor the camera at the eye.
86    let dt = 1.0 / 60.0;
87    for frame in 0..480 {
88        let input = WalkInput {
89            wish: DVec3::new(1.0, 0.2, 0.0), // toward the ledge
90            jump: frame == 120,              // one hop on the way
91            ..WalkInput::default()           // sink (WT.1) + future fields
92        };
93        body.walk(&scene, dt, input);
94    }
95    let eye = body.eye_pos(); // = Camera::from_yaw_pitch(eye.into(), yaw, pitch)
96                              // ANCHOR_END: frame
97
98    // The trajectory the walk above promises, pinned:
99    assert!(body.on_ground(), "settled after the hop");
100    // It fell to the floor plane, then stepped up the 1-voxel ledge
101    // (surface z = 99) while walking +x.
102    assert!(body.pos().x > 90.0, "reached the ledge region");
103    assert!(
104        (body.pos().z - 99.0).abs() < 0.01,
105        "standing on the ledge, feet at {}",
106        body.pos().z
107    );
108    assert!(eye.z < body.pos().z, "the eye is above the feet (-z is up)");
109
110    // Fly mode is the demos' free camera: no gravity, full-3D wish,
111    // instant start/stop, still sliding along walls.
112    body.set_mode(MoveMode::Fly);
113    body.walk(&scene, dt, WalkInput::default());
114    assert_eq!(body.vel(), DVec3::ZERO, "fly idles in place");
115
116    // The water curtain from `build_world` is passable: probe the
117    // veto directly (the same query walk() uses).
118    let wading = roxlap_scene::box_overlaps_solid(
119        &scene,
120        DVec3::new(40.2, 50.0, 90.0),
121        DVec3::new(40.8, 50.6, 91.8),
122        body.def().solidity,
123    );
124    assert!(!wading, "water is passable under the veto");
125
126    swim_demo();
127
128    println!("book_controller: all controller assertions hold");
129}
130
131/// WT — the water + swimming section's snippets: a deep pool the body
132/// falls into, floats in, dives through and breaches out of.
133fn swim_demo() {
134    // ANCHOR: water
135    // Physics water is a WaterVolume on the grid — a grid-local voxel
136    // AABB whose TOP face (min z — +z is down) is the surface. It is
137    // independent of the voxels: fill the same region with a
138    // volumetric-material shell for the visuals, or don't.
139    let mut scene = Scene::new();
140    let id = scene.add_grid(GridTransform::identity());
141    let g = scene.grid_mut(id).expect("grid");
142    // Basin floor, then 20 voxels of water above it (surface z = 100).
143    g.set_rect(
144        IVec3::new(20, 20, 120),
145        IVec3::new(140, 140, 130),
146        Some(VoxColor::rgb(0x50, 0x90, 0x50)),
147    );
148    g.add_water_volume(IVec3::new(20, 20, 100), IVec3::new(140, 140, 119));
149
150    // A Walk-mode body dropped in swims AUTOMATICALLY once submerged
151    // past `swim_enter_frac` of its height: buoyancy floats it to a
152    // bob at the surface, `jump` strokes up, `sink` strokes down, and
153    // a jump with the head above water breaches.
154    let mut body = CharacterBody::new(CharacterDef::default());
155    body.teleport(DVec3::new(80.0, 80.0, 115.0)); // deep in the pool
156    for _ in 0..600 {
157        body.walk(&scene, 1.0 / 60.0, WalkInput::default());
158    }
159    assert!(body.is_swimming(), "floated to the surface bob");
160    assert!(!body.eye_in_water(&scene), "bobbing: the camera is dry");
161
162    // Dive: hold `sink`. The submerged EYE is the hook for the
163    // underwater feel — drive the WT.2 frame tint and the WT.3
164    // listener lowpass from this one flag.
165    for _ in 0..90 {
166        body.walk(
167            &scene,
168            1.0 / 60.0,
169            WalkInput {
170                sink: true,
171                ..WalkInput::default()
172            },
173        );
174    }
175    assert!(body.eye_in_water(&scene), "diving: tint + muffle now");
176    // ANCHOR_END: water
177}
Source

pub fn at(origin: DVec3) -> Self

Axis-aligned grid placed at origin with no rotation, 1 world unit per voxel.

Examples found in repository?
examples/book_scene_graph.rs (line 87)
83fn main() {
84    // ANCHOR: scene_grids
85    let mut scene = Scene::new();
86    // A static "world" grid at the origin…
87    let ground_id = scene.add_grid(GridTransform::at(DVec3::ZERO));
88    // …and a second grid placed and rotated independently — its own
89    // f64 world position + quaternion, same chunked voxel payload.
90    let ship_id = scene.add_grid(GridTransform {
91        origin: DVec3::new(300.0, -80.0, -40.0),
92        rotation: DQuat::from_rotation_z(0.5),
93        voxel_world_size: 1.0,
94    });
95    // Object grids should not paint their own (grid-local, rotating)
96    // sky — leave the sky to the world grid.
97    scene.grid_mut(ship_id).expect("just added").render_sky = false;
98    // ANCHOR_END: scene_grids
99
100    // ANCHOR: edits
101    let ground = scene.grid_mut(ground_id).expect("just added");
102    // Solid slab: grid-local voxel coords, inclusive on both ends,
103    // decomposed across as many chunks as it spans (here 4×4).
104    ground.set_rect(
105        IVec3::new(-200, -200, 200),
106        IVec3::new(199, 199, 254),
107        Some(GRASS),
108    );
109    // `Some(colour)` inserts, `None` carves back to air.
110    ground.set_sphere(IVec3::new(0, 0, 195), 12, Some(STONE));
111    ground.set_rect(IVec3::new(-3, -200, 190), IVec3::new(3, 199, 196), None);
112    // ANCHOR_END: edits
113
114    // ANCHOR: queries
115    // Solid tests: inside the slab, then inside the carved tunnel.
116    assert!(ground.voxel_solid(IVec3::new(0, 0, 210)));
117    assert!(!ground.voxel_solid(IVec3::new(0, 100, 193)));
118    // Colour queries answer on surface voxels; deep interior cells
119    // are untextured in the slab format and read as `None`.
120    assert_eq!(ground.voxel_color(IVec3::new(50, 50, 200)), Some(GRASS));
121    // ANCHOR_END: queries
122
123    // ANCHOR: recolour
124    // GOTCHA: inserting over already-solid voxels does NOT repaint
125    // them — span insertion only fills air. Recolour = carve, then
126    // insert.
127    let (lo, hi) = (IVec3::new(20, 20, 200), IVec3::new(24, 24, 204));
128    ground.set_rect(lo, hi, Some(RED));
129    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(GRASS)); // unchanged!
130    ground.set_rect(lo, hi, None); // carve…
131    ground.set_rect(lo, hi, Some(RED)); // …then insert
132    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
133    // ANCHOR_END: recolour
134
135    // ANCHOR: colfunc
136    // A carve exposes fresh interior walls; the plain edits paint
137    // them colour 0 (black). The `_with_colfunc` variants ask a
138    // closure instead — it sees grid-local coordinates, so gradients
139    // stay continuous across chunk seams. Here: a crater whose walls
140    // darken with depth.
141    ground.set_sphere_with_colfunc(IVec3::new(60, 60, 200), 8, SpanOp::Carve, |_x, _y, z| {
142        let depth = (z - 192).clamp(0, 15) as u8;
143        VoxColor::rgb(0x6b, 0x40 + depth * 3, 0x2f)
144    });
145    // ANCHOR_END: colfunc
146
147    // ANCHOR: snapshot
148    // Name grids before saving: ids survive the round-trip, but the
149    // generator / store hooks are host code and cannot be serialised
150    // — the name is your key for rebinding them after a load.
151    scene.grid_mut(ground_id).expect("ground exists").name = Some("ground".into());
152    let bytes = scene.save_snapshot(); // versioned envelope
153    let restored = Scene::load_snapshot(&bytes).expect("self-authored snapshot");
154    assert_eq!(restored.grid_count(), 2);
155    let (_, ground2) = restored
156        .grids()
157        .find(|(_, g)| g.name.as_deref() == Some("ground"))
158        .expect("rebind by name");
159    assert_eq!(ground2.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
160    // ANCHOR_END: snapshot
161
162    // ANCHOR: streaming
163    // Streaming: attach a generator + radii to a grid, then pump once
164    // per frame with the camera's world position. Chunks within
165    // `r_active` stream in; chunks beyond `r_evict` drop out; the band
166    // between is hysteresis so a camera hovering on a boundary
167    // doesn't thrash.
168    let stream_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 4096.0, 0.0)));
169    let store = Arc::new(MemoryStore::default());
170    let grid = scene.grid_mut(stream_id).expect("just added");
171    grid.set_generator(Some(Arc::new(FloorGenerator)));
172    grid.set_chunk_store(Some(store));
173    grid.stream_radius = StreamRadius::new(256.0, 384.0);
174
175    let camera_near = DVec3::new(0.0, 4096.0, 100.0);
176    scene.pump_streaming_sync(camera_near); // real games: `pump_streaming`
177    let grid = scene.grid(stream_id).expect("still there");
178    assert!(grid.chunk_count() > 0); // floor streamed in around the camera
179    assert!(grid.voxel_solid(IVec3::new(5, 5, 240)));
180    // ANCHOR_END: streaming
181
182    // ANCHOR: streaming_edit
183    // Edit the streamed floor, walk far away, come back. The active
184    // set follows the camera: the old region evicts (edited chunks
185    // are handed to the ChunkStore first) while a fresh set streams
186    // in around the new position. On return the store wins over the
187    // generator, so the edit survives; without a store, eviction
188    // would silently revert the chunk to generator output.
189    scene
190        .grid_mut(stream_id)
191        .expect("still there")
192        .set_voxel(IVec3::new(5, 5, 240), None); // dig a hole
193    scene.pump_streaming_sync(camera_near + DVec3::new(0.0, 100_000.0, 0.0));
194    let grid = scene.grid(stream_id).expect("still there");
195    assert!(grid.chunk(IVec3::ZERO).is_none()); // home chunk evicted…
196    assert!(grid.chunk_count() > 0); // …but the far region streamed in
197    scene.pump_streaming_sync(camera_near);
198    let grid = scene.grid(stream_id).expect("re-streamed");
199    // The hole survived evict + re-stream.
200    assert!(!grid.voxel_solid(IVec3::new(5, 5, 240)));
201    // ANCHOR_END: streaming_edit
202
203    // ANCHOR: grid_scale
204    // Per-grid scale: `voxel_world_size` is world units per voxel. A grid
205    // built with `at_scale(origin, 2.0)` has voxels twice world size — a
206    // coarse "planet" — while `0.25` gives a fine detail grid; both coexist
207    // at their true relative sizes. Only the world↔grid boundary scales:
208    // edits + queries stay in voxels, unchanged.
209    let mut scaled = Scene::new();
210    let planet = scaled.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
211    scaled
212        .grid_mut(planet)
213        .expect("just added")
214        // Same voxel edit API — grid-local coordinates.
215        .set_voxel(IVec3::new(5, 5, 10), Some(STONE));
216    // Grid-local voxel z=10 sits at WORLD z = 20 (10 voxels × 2.0). A world
217    // raycast down that column reports the grid-local voxel it hit AND a
218    // WORLD-space `t` — so hits across grids of different scale compare
219    // correctly (the raycaster marches voxels but returns world distance).
220    let hit = scaled
221        .raycast(DVec3::new(11.0, 11.0, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
222        .expect("ray hits the scaled voxel");
223    assert_eq!(hit.voxel, IVec3::new(5, 5, 10)); // grid-local, unscaled
224    assert!((hit.t - 20.0).abs() < 1e-4); // WORLD distance: 10 voxels × 2.0
225                                          // ANCHOR_END: grid_scale
226
227    println!("book_scene_graph: all scene-graph assertions hold");
228}
Source

pub fn at_scale(origin: DVec3, voxel_world_size: f64) -> Self

SC — axis-aligned grid at origin with voxel_world_size world units per voxel (no rotation). 1.0 = the classic 1:1.

voxel_world_size must be finite and > 0: it scales every world↔grid boundary, and a 0 collapses the GPU marcher’s chunk_dim to zero → floor(origin / 0) = NaN (garbage geometry), worse than the CPU’s divide. Debug-asserted here; release builds trust the caller.

Examples found in repository?
examples/book_scene_graph.rs (line 210)
83fn main() {
84    // ANCHOR: scene_grids
85    let mut scene = Scene::new();
86    // A static "world" grid at the origin…
87    let ground_id = scene.add_grid(GridTransform::at(DVec3::ZERO));
88    // …and a second grid placed and rotated independently — its own
89    // f64 world position + quaternion, same chunked voxel payload.
90    let ship_id = scene.add_grid(GridTransform {
91        origin: DVec3::new(300.0, -80.0, -40.0),
92        rotation: DQuat::from_rotation_z(0.5),
93        voxel_world_size: 1.0,
94    });
95    // Object grids should not paint their own (grid-local, rotating)
96    // sky — leave the sky to the world grid.
97    scene.grid_mut(ship_id).expect("just added").render_sky = false;
98    // ANCHOR_END: scene_grids
99
100    // ANCHOR: edits
101    let ground = scene.grid_mut(ground_id).expect("just added");
102    // Solid slab: grid-local voxel coords, inclusive on both ends,
103    // decomposed across as many chunks as it spans (here 4×4).
104    ground.set_rect(
105        IVec3::new(-200, -200, 200),
106        IVec3::new(199, 199, 254),
107        Some(GRASS),
108    );
109    // `Some(colour)` inserts, `None` carves back to air.
110    ground.set_sphere(IVec3::new(0, 0, 195), 12, Some(STONE));
111    ground.set_rect(IVec3::new(-3, -200, 190), IVec3::new(3, 199, 196), None);
112    // ANCHOR_END: edits
113
114    // ANCHOR: queries
115    // Solid tests: inside the slab, then inside the carved tunnel.
116    assert!(ground.voxel_solid(IVec3::new(0, 0, 210)));
117    assert!(!ground.voxel_solid(IVec3::new(0, 100, 193)));
118    // Colour queries answer on surface voxels; deep interior cells
119    // are untextured in the slab format and read as `None`.
120    assert_eq!(ground.voxel_color(IVec3::new(50, 50, 200)), Some(GRASS));
121    // ANCHOR_END: queries
122
123    // ANCHOR: recolour
124    // GOTCHA: inserting over already-solid voxels does NOT repaint
125    // them — span insertion only fills air. Recolour = carve, then
126    // insert.
127    let (lo, hi) = (IVec3::new(20, 20, 200), IVec3::new(24, 24, 204));
128    ground.set_rect(lo, hi, Some(RED));
129    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(GRASS)); // unchanged!
130    ground.set_rect(lo, hi, None); // carve…
131    ground.set_rect(lo, hi, Some(RED)); // …then insert
132    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
133    // ANCHOR_END: recolour
134
135    // ANCHOR: colfunc
136    // A carve exposes fresh interior walls; the plain edits paint
137    // them colour 0 (black). The `_with_colfunc` variants ask a
138    // closure instead — it sees grid-local coordinates, so gradients
139    // stay continuous across chunk seams. Here: a crater whose walls
140    // darken with depth.
141    ground.set_sphere_with_colfunc(IVec3::new(60, 60, 200), 8, SpanOp::Carve, |_x, _y, z| {
142        let depth = (z - 192).clamp(0, 15) as u8;
143        VoxColor::rgb(0x6b, 0x40 + depth * 3, 0x2f)
144    });
145    // ANCHOR_END: colfunc
146
147    // ANCHOR: snapshot
148    // Name grids before saving: ids survive the round-trip, but the
149    // generator / store hooks are host code and cannot be serialised
150    // — the name is your key for rebinding them after a load.
151    scene.grid_mut(ground_id).expect("ground exists").name = Some("ground".into());
152    let bytes = scene.save_snapshot(); // versioned envelope
153    let restored = Scene::load_snapshot(&bytes).expect("self-authored snapshot");
154    assert_eq!(restored.grid_count(), 2);
155    let (_, ground2) = restored
156        .grids()
157        .find(|(_, g)| g.name.as_deref() == Some("ground"))
158        .expect("rebind by name");
159    assert_eq!(ground2.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
160    // ANCHOR_END: snapshot
161
162    // ANCHOR: streaming
163    // Streaming: attach a generator + radii to a grid, then pump once
164    // per frame with the camera's world position. Chunks within
165    // `r_active` stream in; chunks beyond `r_evict` drop out; the band
166    // between is hysteresis so a camera hovering on a boundary
167    // doesn't thrash.
168    let stream_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 4096.0, 0.0)));
169    let store = Arc::new(MemoryStore::default());
170    let grid = scene.grid_mut(stream_id).expect("just added");
171    grid.set_generator(Some(Arc::new(FloorGenerator)));
172    grid.set_chunk_store(Some(store));
173    grid.stream_radius = StreamRadius::new(256.0, 384.0);
174
175    let camera_near = DVec3::new(0.0, 4096.0, 100.0);
176    scene.pump_streaming_sync(camera_near); // real games: `pump_streaming`
177    let grid = scene.grid(stream_id).expect("still there");
178    assert!(grid.chunk_count() > 0); // floor streamed in around the camera
179    assert!(grid.voxel_solid(IVec3::new(5, 5, 240)));
180    // ANCHOR_END: streaming
181
182    // ANCHOR: streaming_edit
183    // Edit the streamed floor, walk far away, come back. The active
184    // set follows the camera: the old region evicts (edited chunks
185    // are handed to the ChunkStore first) while a fresh set streams
186    // in around the new position. On return the store wins over the
187    // generator, so the edit survives; without a store, eviction
188    // would silently revert the chunk to generator output.
189    scene
190        .grid_mut(stream_id)
191        .expect("still there")
192        .set_voxel(IVec3::new(5, 5, 240), None); // dig a hole
193    scene.pump_streaming_sync(camera_near + DVec3::new(0.0, 100_000.0, 0.0));
194    let grid = scene.grid(stream_id).expect("still there");
195    assert!(grid.chunk(IVec3::ZERO).is_none()); // home chunk evicted…
196    assert!(grid.chunk_count() > 0); // …but the far region streamed in
197    scene.pump_streaming_sync(camera_near);
198    let grid = scene.grid(stream_id).expect("re-streamed");
199    // The hole survived evict + re-stream.
200    assert!(!grid.voxel_solid(IVec3::new(5, 5, 240)));
201    // ANCHOR_END: streaming_edit
202
203    // ANCHOR: grid_scale
204    // Per-grid scale: `voxel_world_size` is world units per voxel. A grid
205    // built with `at_scale(origin, 2.0)` has voxels twice world size — a
206    // coarse "planet" — while `0.25` gives a fine detail grid; both coexist
207    // at their true relative sizes. Only the world↔grid boundary scales:
208    // edits + queries stay in voxels, unchanged.
209    let mut scaled = Scene::new();
210    let planet = scaled.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
211    scaled
212        .grid_mut(planet)
213        .expect("just added")
214        // Same voxel edit API — grid-local coordinates.
215        .set_voxel(IVec3::new(5, 5, 10), Some(STONE));
216    // Grid-local voxel z=10 sits at WORLD z = 20 (10 voxels × 2.0). A world
217    // raycast down that column reports the grid-local voxel it hit AND a
218    // WORLD-space `t` — so hits across grids of different scale compare
219    // correctly (the raycaster marches voxels but returns world distance).
220    let hit = scaled
221        .raycast(DVec3::new(11.0, 11.0, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
222        .expect("ray hits the scaled voxel");
223    assert_eq!(hit.voxel, IVec3::new(5, 5, 10)); // grid-local, unscaled
224    assert!((hit.t - 20.0).abs() < 1e-4); // WORLD distance: 10 voxels × 2.0
225                                          // ANCHOR_END: grid_scale
226
227    println!("book_scene_graph: all scene-graph assertions hold");
228}

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impl Clone for GridTransform

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fn clone(&self) -> GridTransform

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
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impl Copy for GridTransform

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impl Debug for GridTransform

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

Formats the value using the given formatter. Read more
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impl Default for GridTransform

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for GridTransform

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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 PartialEq for GridTransform

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fn eq(&self, other: &GridTransform) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Serialize for GridTransform

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

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for GridTransform

Auto Trait Implementations§

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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<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> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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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> 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> 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.