Struct rscenes::prelude::Connector3D
source · pub struct Connector3D;Trait Implementations§
source§impl Clone for Connector3D
impl Clone for Connector3D
source§fn clone(&self) -> Connector3D
fn clone(&self) -> Connector3D
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moresource§impl Debug for Connector3D
impl Debug for Connector3D
source§impl Raudio for Connector3D
impl Raudio for Connector3D
source§fn init_audio_device(&self)
fn init_audio_device(&self)
Initialize audio device and context
source§fn close_audio_device(&self)
fn close_audio_device(&self)
Close the audio device and context
source§fn is_audio_device_ready(&self) -> bool
fn is_audio_device_ready(&self) -> bool
Check whether audio device has been initialized successfully
source§fn set_master_volume(&self, volume: f32)
fn set_master_volume(&self, volume: f32)
Set master volume (listener)
source§fn get_master_volume(&self) -> f32
fn get_master_volume(&self) -> f32
Get master volume (listener)
source§fn load_wave_from_memory(
&self,
tpe: WaveType,
data: &[u8]
) -> Result<Wave, String>
fn load_wave_from_memory( &self, tpe: WaveType, data: &[u8] ) -> Result<Wave, String>
Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’
source§fn is_wave_ready(&self, wave: Wave) -> bool
fn is_wave_ready(&self, wave: Wave) -> bool
Check whether wave data is ready
source§fn load_sound_from_wave(&self, wave: Wave) -> Sound
fn load_sound_from_wave(&self, wave: Wave) -> Sound
Load sound from wave data
source§fn load_sound_alias(&self, source: Sound) -> Sound
fn load_sound_alias(&self, source: Sound) -> Sound
Create a new sound that shares the same sample data as the source sound, does not own the sound data
source§fn is_sound_ready(&self, sound: Sound) -> bool
fn is_sound_ready(&self, sound: Sound) -> bool
Check whether a sound is ready
source§fn unload_wave(&self, wave: Wave)
fn unload_wave(&self, wave: Wave)
Unload wave data
source§fn unload_sound(&self, sound: Sound)
fn unload_sound(&self, sound: Sound)
Unload sound
source§fn unload_sound_alias(&self, sound: Sound)
fn unload_sound_alias(&self, sound: Sound)
Unload a sound alias (does not deallocate sample data)
source§fn export_wave(&self, wave: Wave, filename: impl Display) -> bool
fn export_wave(&self, wave: Wave, filename: impl Display) -> bool
Export wave data to file, returns true on success
source§fn export_wave_as_code(&self, wave: Wave, filename: impl Display) -> bool
fn export_wave_as_code(&self, wave: Wave, filename: impl Display) -> bool
Export wave sample data to code (.h), returns true on success
source§fn play_sound(&self, sound: Sound)
fn play_sound(&self, sound: Sound)
Play a sound
source§fn stop_sound(&self, sound: Sound)
fn stop_sound(&self, sound: Sound)
Stop playing a sound
source§fn pause_sound(&self, sound: Sound)
fn pause_sound(&self, sound: Sound)
Pause a sound
source§fn resume_sound(&self, sound: Sound)
fn resume_sound(&self, sound: Sound)
Resume a paused sound
source§fn is_sound_playing(&self, sound: Sound) -> bool
fn is_sound_playing(&self, sound: Sound) -> bool
Check whether a sound is currently playing
source§fn set_sound_volume(&self, sound: Sound, volume: f32)
fn set_sound_volume(&self, sound: Sound, volume: f32)
Set volume for a sound (1.0 is max level)
source§fn set_sound_pitch(&self, sound: Sound, pitch: f32)
fn set_sound_pitch(&self, sound: Sound, pitch: f32)
Set pitch for a sound (1.0 is base level)
source§fn set_sound_pan(&self, sound: Sound, pan: f32)
fn set_sound_pan(&self, sound: Sound, pan: f32)
Set pan for a sound (0.5 is center)
fn wave_crop(&self, wave: &mut Wave, init_sample: i32, final_sample: i32)
source§fn wave_format(
&self,
wave: &mut Wave,
sample_rate: i32,
sample_size: i32,
channels: i32
)
fn wave_format( &self, wave: &mut Wave, sample_rate: i32, sample_size: i32, channels: i32 )
Convert wave data to desired format
source§fn load_wave_samples(&self, wave: Wave) -> Result<Vec<f32>, String>
fn load_wave_samples(&self, wave: Wave) -> Result<Vec<f32>, String>
Load samples data from wave as a 32bit float data array
source§fn load_music_stream(&self, filename: impl Display) -> Result<Music, String>
fn load_music_stream(&self, filename: impl Display) -> Result<Music, String>
Load music stream from file
source§fn load_music_stream_from_memory(
&self,
tpe: impl Display,
data: &[u8]
) -> Result<Music, String>
fn load_music_stream_from_memory( &self, tpe: impl Display, data: &[u8] ) -> Result<Music, String>
Load music stream from data
source§fn is_music_ready(&self, music: Music) -> bool
fn is_music_ready(&self, music: Music) -> bool
Check whether a music stream is ready
source§fn unload_music_stream(&self, music: Music)
fn unload_music_stream(&self, music: Music)
Unload music stream
source§fn play_music_stream(&self, music: Music)
fn play_music_stream(&self, music: Music)
Start music playing
source§fn is_music_stream_playing(&self, music: Music) -> bool
fn is_music_stream_playing(&self, music: Music) -> bool
Check whether music is playing
source§fn update_music_stream(&self, music: Music)
fn update_music_stream(&self, music: Music)
Updates buffers for music streaming
source§fn stop_music_stream(&self, music: Music)
fn stop_music_stream(&self, music: Music)
Stop music playing
source§fn pause_music_stream(&self, music: Music)
fn pause_music_stream(&self, music: Music)
Pause music playing
source§fn resume_music_stream(&self, music: Music)
fn resume_music_stream(&self, music: Music)
Resume playing paused music
source§fn seek_music_stream(&self, music: Music, position: f32)
fn seek_music_stream(&self, music: Music, position: f32)
Seek music to a position (in seconds)
source§fn set_music_volume(&self, music: Music, volume: f32)
fn set_music_volume(&self, music: Music, volume: f32)
Set volume for music (1.0 is max level)
source§fn set_music_pitch(&self, music: Music, pitch: f32)
fn set_music_pitch(&self, music: Music, pitch: f32)
Set pitch for a music (1.0 is base level)
source§fn set_music_pan(&self, music: Music, pan: f32)
fn set_music_pan(&self, music: Music, pan: f32)
Set pan for a music (0.5 is center)
source§fn get_music_time_length(&self, music: Music) -> f32
fn get_music_time_length(&self, music: Music) -> f32
Get music time length (in seconds)
source§fn get_music_time_played(&self, music: Music) -> f32
fn get_music_time_played(&self, music: Music) -> f32
Get current music time played (in seconds)
source§fn load_audio_stream(
&self,
sample_rate: u32,
sample_size: u32,
channels: u32
) -> Result<AudioStream, String>
fn load_audio_stream( &self, sample_rate: u32, sample_size: u32, channels: u32 ) -> Result<AudioStream, String>
Load audio stream (to stream raw audio pcm data)
source§fn is_audio_stream_ready(&self, stream: AudioStream) -> bool
fn is_audio_stream_ready(&self, stream: AudioStream) -> bool
Check whether an audio stream is ready
source§fn unload_audio_stream(&self, stream: AudioStream)
fn unload_audio_stream(&self, stream: AudioStream)
Unload audio stream and free memory
source§fn update_audio_stream(&self, stream: AudioStream, data: &[u8])
fn update_audio_stream(&self, stream: AudioStream, data: &[u8])
Update audio stream buffers with data
source§fn is_audio_stream_processed(&self, stream: AudioStream) -> bool
fn is_audio_stream_processed(&self, stream: AudioStream) -> bool
Check whether any audio stream buffers requires refill
source§fn play_audio_stream(&self, stream: AudioStream)
fn play_audio_stream(&self, stream: AudioStream)
Play audio stream
source§fn pause_audio_stream(&self, stream: AudioStream)
fn pause_audio_stream(&self, stream: AudioStream)
Pause audio stream
source§fn resume_audio_stream(&self, stream: AudioStream)
fn resume_audio_stream(&self, stream: AudioStream)
Resume audio stream
source§fn is_audio_stream_playing(&self, stream: AudioStream) -> bool
fn is_audio_stream_playing(&self, stream: AudioStream) -> bool
Check whether audio stream is playing
source§fn stop_audio_stream(&self, stream: AudioStream)
fn stop_audio_stream(&self, stream: AudioStream)
Stop audio stream
source§fn set_audio_stream_volume(&self, stream: AudioStream, volume: f32)
fn set_audio_stream_volume(&self, stream: AudioStream, volume: f32)
Set volume for audio stream (1.0 is max level)
source§fn set_audio_stream_pitch(&self, stream: AudioStream, pitch: f32)
fn set_audio_stream_pitch(&self, stream: AudioStream, pitch: f32)
Set pitch for audio stream (1.0 is base level)
source§fn set_audio_stream_pan(&self, stream: AudioStream, pan: f32)
fn set_audio_stream_pan(&self, stream: AudioStream, pan: f32)
Set pan for audio stream (0.5 is centered)
source§fn set_audio_stream_buffer_size_default(&self, size: i32)
fn set_audio_stream_buffer_size_default(&self, size: i32)
Default size for new audio streams
source§impl Rcamera for Connector3D
impl Rcamera for Connector3D
source§fn update_camera(&self, camera: &mut Camera3D, mode: CameraMode)
fn update_camera(&self, camera: &mut Camera3D, mode: CameraMode)
Update camera position for selected mode
source§impl Rcore for Connector3D
impl Rcore for Connector3D
source§fn init_window(&self, width: i32, height: i32, title: impl Display)
fn init_window(&self, width: i32, height: i32, title: impl Display)
Initialize window and OpenGL context
source§fn close_window(&self)
fn close_window(&self)
Close window and unload OpenGL context
source§fn window_should_close(&self) -> bool
fn window_should_close(&self) -> bool
Check whether application should close (KEY_ESCAPE pressed or windows close icon clicked)
source§fn is_window_ready() -> bool
fn is_window_ready() -> bool
Check whether window has been initialized successfully
source§fn is_window_fullscreen(&self) -> bool
fn is_window_fullscreen(&self) -> bool
Check whether window is currently fullscreen
Check whether window is currently hidden (only PLATFORM_DESKTOP)
source§fn is_window_minimized(&self) -> bool
fn is_window_minimized(&self) -> bool
Check whether window is currently minimized (only PLATFORM_DESKTOP)
source§fn is_window_maximized(&self) -> bool
fn is_window_maximized(&self) -> bool
Check whether window is currently maximized (only PLATFORM_DESKTOP)
source§fn is_window_focused(&self) -> bool
fn is_window_focused(&self) -> bool
Check whether window is currently focused (only PLATFORM_DESKTOP)
source§fn is_window_resized(&self) -> bool
fn is_window_resized(&self) -> bool
Check whether window has been resized last frame
source§fn is_window_state(&self, flag: usize) -> bool
fn is_window_state(&self, flag: usize) -> bool
Check whether one specific window flag is enabled
source§fn set_window_state(&self, flag: usize)
fn set_window_state(&self, flag: usize)
Set window configuration state using flags (only PLATFORM_DESKTOP)
source§fn clear_window_state(&self, flag: usize)
fn clear_window_state(&self, flag: usize)
Clear window configuration state flags
source§fn toggle_fullscreen(&self)
fn toggle_fullscreen(&self)
Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
source§fn toggle_borderless_windowed(&self)
fn toggle_borderless_windowed(&self)
Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
source§fn maximize_window(&self)
fn maximize_window(&self)
Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
source§fn minimize_window(&self)
fn minimize_window(&self)
Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
source§fn restore_window(&self)
fn restore_window(&self)
Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
source§fn set_window_icon(&self, image: Image)
fn set_window_icon(&self, image: Image)
Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
source§fn set_window_icons(&self, images: &mut Vec<Image>)
fn set_window_icons(&self, images: &mut Vec<Image>)
Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
source§fn set_window_title(&self, title: impl Display)
fn set_window_title(&self, title: impl Display)
Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
source§fn set_window_position(&self, x: i32, y: i32)
fn set_window_position(&self, x: i32, y: i32)
Set window position on screen (only PLATFORM_DESKTOP)
source§fn set_window_monitor(&self, monitor: i32)
fn set_window_monitor(&self, monitor: i32)
Set monitor for the current window
source§fn set_window_min_size(&self, width: i32, height: i32)
fn set_window_min_size(&self, width: i32, height: i32)
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
source§fn set_window_max_size(&self, width: i32, height: i32)
fn set_window_max_size(&self, width: i32, height: i32)
Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
source§fn set_window_size(&self, width: i32, height: i32)
fn set_window_size(&self, width: i32, height: i32)
Set window dimensions
source§fn set_window_opacity(&self, opacity: f32)
fn set_window_opacity(&self, opacity: f32)
Set window opacity [0.0..1.0] (only PLATFORM_DESKTOP)
source§fn set_window_focused(&self)
fn set_window_focused(&self)
Set window focused (only PLATFORM_DESKTOP)
source§fn get_window_handle(&self) -> Result<WindowHandle<'_>, String>
fn get_window_handle(&self) -> Result<WindowHandle<'_>, String>
Get native window handle
source§fn get_screen_width(&self) -> i32
fn get_screen_width(&self) -> i32
Get current screen width
source§fn get_screen_height(&self) -> i32
fn get_screen_height(&self) -> i32
Get current screen height
source§fn get_screen_rec(&self) -> Rectangle
fn get_screen_rec(&self) -> Rectangle
Get current screen geometry as Rectangle
source§fn get_render_width(&self) -> i32
fn get_render_width(&self) -> i32
Get current render width (it considers HiDPI)
source§fn get_render_height(&self) -> i32
fn get_render_height(&self) -> i32
Get current render width (it considers HiDPI)
source§fn get_render_rec(&self) -> Rectangle
fn get_render_rec(&self) -> Rectangle
Get current render dimensions as Rectangle
source§fn get_monitor_count(&self) -> i32
fn get_monitor_count(&self) -> i32
Get number of connected monitors
source§fn get_current_monitor(&self) -> i32
fn get_current_monitor(&self) -> i32
Get current connected monitor
source§fn get_monitor_position(&self, monitor: i32) -> Vector2
fn get_monitor_position(&self, monitor: i32) -> Vector2
Get specified monitor position
source§fn get_monitor_width(&self, monitor: i32) -> i32
fn get_monitor_width(&self, monitor: i32) -> i32
Get specified monitor width (current video mode used by monitor)
source§fn get_monitor_height(&self, monitor: i32) -> i32
fn get_monitor_height(&self, monitor: i32) -> i32
Get specified monitor height (current video mode used by monitor)
source§fn get_monitor_rec(&self, monitor: i32) -> Rectangle
fn get_monitor_rec(&self, monitor: i32) -> Rectangle
Get specified monitor geometry as Rectangle
source§fn get_monitor_physical_width(&self, monitor: i32) -> i32
fn get_monitor_physical_width(&self, monitor: i32) -> i32
Get specified monitor physical width in millimetres
source§fn get_monitor_physical_height(&self, monitor: i32) -> i32
fn get_monitor_physical_height(&self, monitor: i32) -> i32
Get specified monitor physical height in millimetres
source§fn get_monitor_refresh_rate(&self, monitor: i32) -> i32
fn get_monitor_refresh_rate(&self, monitor: i32) -> i32
Get specified monitor refresh rate
source§fn get_window_position(&self) -> Vector2
fn get_window_position(&self) -> Vector2
Get window position XY on monitor
source§fn get_window_scale_dpi(&self) -> Vector2
fn get_window_scale_dpi(&self) -> Vector2
Get window scale DPI factor
source§fn get_monitor_name(&self, monitor: i32) -> Result<String, String>
fn get_monitor_name(&self, monitor: i32) -> Result<String, String>
Get the human-readable, UTF-8 encoded name of the specified monitor
source§fn set_clipboard_text(&self, text: impl Display)
fn set_clipboard_text(&self, text: impl Display)
Set clipboard text content
source§fn enable_event_waiting(&self)
fn enable_event_waiting(&self)
Enable waiting for events on EndDrawing(), no automatic event polling
source§fn disable_event_waiting(&self)
fn disable_event_waiting(&self)
Disable waiting for events on EndDrawing(), automatic events polling
source§fn show_cursor(&self)
fn show_cursor(&self)
Shows cursor
source§fn hide_cursor(&self)
fn hide_cursor(&self)
Hides cursor
source§fn is_cursor_hiden(&self) -> bool
fn is_cursor_hiden(&self) -> bool
Check whether cursor is not visible
source§fn enable_cursor(&self)
fn enable_cursor(&self)
Enables cursor (unlock cursor)
source§fn disable_cursor(&self)
fn disable_cursor(&self)
Disables cursor (lock cursor)
source§fn is_cursor_on_screen(&self) -> bool
fn is_cursor_on_screen(&self) -> bool
Check whether cursor is on the screen
source§fn clear_background(&self, color: Color)
fn clear_background(&self, color: Color)
Set background color (framebuffer clear color)
source§fn begin_drawing(&self)
fn begin_drawing(&self)
Setup canvas (framebuffer) to start drawing
source§fn end_drawing(&self)
fn end_drawing(&self)
End canvas drawing and swap buffers (double buffering)
source§fn begin_mode_2d(&self, camera: Camera2D)
fn begin_mode_2d(&self, camera: Camera2D)
Begin 2D mode with custom camera (2D)
source§fn end_mode_2d(&self)
fn end_mode_2d(&self)
Ends 2D mode with custom camera
source§fn begin_mode_3d(&self, camera: Camera3D)
fn begin_mode_3d(&self, camera: Camera3D)
Begin 3D mode with custom camera (3D)
source§fn end_mode_3d(&self)
fn end_mode_3d(&self)
Ends 3D mode and returns to default 2D orthographic mode
source§fn begin_texture_mode(&self, target: RenderTexture)
fn begin_texture_mode(&self, target: RenderTexture)
Begin drawing to render texture
source§fn end_texture_mode(&self)
fn end_texture_mode(&self)
Ends drawing to render texture
source§fn begin_shader_mode(&self, shader: Shader)
fn begin_shader_mode(&self, shader: Shader)
Begin custom shader drawing
source§fn end_shader_mode(&self)
fn end_shader_mode(&self)
End custom shader drawing (use default shader)
source§fn begin_blend_mode(&self, mode: BlendMode)
fn begin_blend_mode(&self, mode: BlendMode)
Begin blending mode (alpha, additive, multiplied, subtract, custom)
source§fn end_blend_mode(&self)
fn end_blend_mode(&self)
End blending mode (reset to default: alpha blending)
source§fn begin_scissor_mode(&self, x: i32, y: i32, width: i32, height: i32)
fn begin_scissor_mode(&self, x: i32, y: i32, width: i32, height: i32)
Begin scissor mode (define screen area for following drawing)
source§fn end_scissor_mode(&self)
fn end_scissor_mode(&self)
End scissor mode
source§fn begin_vr_stereo_mode(&self, config: VrStereoConfig)
fn begin_vr_stereo_mode(&self, config: VrStereoConfig)
Begin stereo rendering (requires VR simulator)
source§fn end_vr_stereo_mode(&self)
fn end_vr_stereo_mode(&self)
End stereo rendering (requires VR simulator)
source§fn texture_mode<F, R, E>(&self, target: RenderTexture, block: F) -> Result<R, E>
fn texture_mode<F, R, E>(&self, target: RenderTexture, block: F) -> Result<R, E>
Run a closure in texture mode
source§fn shader_mode<F, R, E>(&self, shader: Shader, block: F) -> Result<R, E>
fn shader_mode<F, R, E>(&self, shader: Shader, block: F) -> Result<R, E>
Run a closure in shader mode
source§fn blend_mode<F, R, E>(&self, mode: BlendMode, block: F) -> Result<R, E>
fn blend_mode<F, R, E>(&self, mode: BlendMode, block: F) -> Result<R, E>
Run a closure in blend mode
source§fn scissor_mode<F, R, E>(
&self,
x: i32,
y: i32,
width: i32,
height: i32,
block: F
) -> Result<R, E>
fn scissor_mode<F, R, E>( &self, x: i32, y: i32, width: i32, height: i32, block: F ) -> Result<R, E>
Run a closure in scissor mode
source§fn vr_stereo_mode<F, R, E>(
&self,
config: VrStereoConfig,
block: F
) -> Result<R, E>
fn vr_stereo_mode<F, R, E>( &self, config: VrStereoConfig, block: F ) -> Result<R, E>
Run a closure in VR stereo mode
source§fn load_vr_stereo_config(&self, device: VrDeviceInfo) -> VrStereoConfig
fn load_vr_stereo_config(&self, device: VrDeviceInfo) -> VrStereoConfig
Load VR stereo config for VR simulator device parameters
source§fn unload_vr_stereo_config(&self, config: VrStereoConfig)
fn unload_vr_stereo_config(&self, config: VrStereoConfig)
Unload VR stereo config
source§fn load_shader(
&self,
vs_filename: impl Display,
fs_filename: impl Display
) -> Result<Shader, String>
fn load_shader( &self, vs_filename: impl Display, fs_filename: impl Display ) -> Result<Shader, String>
Load shader from files and bind default locations
source§fn load_shader_from_memory(
&self,
vs_code: impl Display,
fs_code: impl Display
) -> Result<Shader, String>
fn load_shader_from_memory( &self, vs_code: impl Display, fs_code: impl Display ) -> Result<Shader, String>
Load shader from code strings and bind default locations
source§fn is_shader_ready(&self, shader: Shader) -> bool
fn is_shader_ready(&self, shader: Shader) -> bool
Check whether a shader is ready
source§fn get_shader_location(&self, shader: Shader, name: impl Display) -> i32
fn get_shader_location(&self, shader: Shader, name: impl Display) -> i32
Get shader uniform location
source§fn get_shader_location_attrib(
&self,
shader: Shader,
name: impl Display
) -> Result<ShaderLocationIndex, String>
fn get_shader_location_attrib( &self, shader: Shader, name: impl Display ) -> Result<ShaderLocationIndex, String>
Get shader attribute location
source§fn set_shader_value<T>(
&self,
shader: Shader,
index: i32,
value: &T,
tpe: ShaderUniformDataType
)
fn set_shader_value<T>( &self, shader: Shader, index: i32, value: &T, tpe: ShaderUniformDataType )
Set shader uniform value
source§fn set_shader_value_v<T>(
&self,
shader: Shader,
index: i32,
value: &[&T],
tpe: ShaderUniformDataType
)
fn set_shader_value_v<T>( &self, shader: Shader, index: i32, value: &[&T], tpe: ShaderUniformDataType )
Set shader uniform value vector
source§fn set_shader_value_matrix(&self, shader: Shader, loc: i32, mat: Matrix)
fn set_shader_value_matrix(&self, shader: Shader, loc: i32, mat: Matrix)
Set shader uniform value (matrix 4x4)
source§fn set_shader_value_texture(&self, shader: Shader, index: i32, texture: Texture)
fn set_shader_value_texture(&self, shader: Shader, index: i32, texture: Texture)
Set shader uniform value for texture (sampler2d)
source§fn unload_shader(&self, shader: Shader)
fn unload_shader(&self, shader: Shader)
Unload shader from GPU memory (VRAM)
source§fn get_mouse_ray(&self, mouse_position: Vector2, camera: Camera3D) -> Ray
fn get_mouse_ray(&self, mouse_position: Vector2, camera: Camera3D) -> Ray
Get a ray trace from mouse position
source§fn get_camera_matrix_2d(&self, camera: Camera2D) -> Matrix
fn get_camera_matrix_2d(&self, camera: Camera2D) -> Matrix
Get camera 2D transform matrix
source§fn get_camera_matrix_3d(&self, camera: Camera3D) -> Matrix
fn get_camera_matrix_3d(&self, camera: Camera3D) -> Matrix
Get camera transform matrix (view matrix)
source§fn get_world_to_screen_2d(&self, position: Vector2, camera: Camera2D) -> Vector2
fn get_world_to_screen_2d(&self, position: Vector2, camera: Camera2D) -> Vector2
Get the screen space position for a 2D camera world space position
source§fn get_screen_to_world_2d(&self, position: Vector2, camera: Camera2D) -> Vector2
fn get_screen_to_world_2d(&self, position: Vector2, camera: Camera2D) -> Vector2
Get the world space position for a 2D camera screen space position
source§fn get_world_to_screen_3d(&self, position: Vector3, camera: Camera3D) -> Vector2
fn get_world_to_screen_3d(&self, position: Vector3, camera: Camera3D) -> Vector2
Get the screen space position for a 3D world space position
source§fn get_world_to_screen_3d_ex(
&self,
position: Vector3,
camera: Camera3D,
width: i32,
height: i32
) -> Vector2
fn get_world_to_screen_3d_ex( &self, position: Vector3, camera: Camera3D, width: i32, height: i32 ) -> Vector2
Get size position for a 3D world space position
source§fn set_target_fps(&self, fps: i32)
fn set_target_fps(&self, fps: i32)
Set target FPS (maximum)
source§fn get_frame_time(&self) -> f32
fn get_frame_time(&self) -> f32
Get time in seconds for last frame drawn (delta time)
source§fn swap_screen_buffer(&self)
fn swap_screen_buffer(&self)
Swap back buffer with front buffer (screen drawing)
source§fn poll_input_events(&self)
fn poll_input_events(&self)
Register all input events
source§fn set_random_seed(&self, seed: u32)
fn set_random_seed(&self, seed: u32)
Set the seed for the random number generator
source§fn get_random_value(&self, min: i32, max: i32) -> i32
fn get_random_value(&self, min: i32, max: i32) -> i32
Get a random value between min and max (both included)
source§fn load_random_sequence(&self, count: usize, min: i32, max: i32) -> Vec<i32>
fn load_random_sequence(&self, count: usize, min: i32, max: i32) -> Vec<i32>
Load random values sequence, no values repeated
source§fn take_screenshot(&self, filename: impl Display)
fn take_screenshot(&self, filename: impl Display)
Takes a screenshot of current screen (filename extension defines format)
source§fn set_config_flags(&self, flags: impl Into<usize>)
fn set_config_flags(&self, flags: impl Into<usize>)
Setup init configuration flags (use ConfigFlags)
source§fn trace_log(&self, level: TraceLogLevel, text: impl Display)
fn trace_log(&self, level: TraceLogLevel, text: impl Display)
Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR…)
source§fn set_trace_log_level(&self, level: TraceLogLevel)
fn set_trace_log_level(&self, level: TraceLogLevel)
Set the current threshold (minimum) log level
source§fn load_file_data(&self, filename: impl Display) -> Result<Vec<u8>, String>
fn load_file_data(&self, filename: impl Display) -> Result<Vec<u8>, String>
Load file data as byte array (read)
source§fn save_file_data(&self, filename: impl Display, data: &mut Vec<u8>) -> bool
fn save_file_data(&self, filename: impl Display, data: &mut Vec<u8>) -> bool
Save data to file from byte array (write), returns true on success
source§fn export_data_as_code(&self, data: &str, filename: impl Display) -> bool
fn export_data_as_code(&self, data: &str, filename: impl Display) -> bool
Export data to code (.h), returns true on success
source§fn load_file_text(&self, filename: impl Display) -> Result<String, String>
fn load_file_text(&self, filename: impl Display) -> Result<String, String>
Load text data from file (read)
source§fn save_file_text(&self, filename: impl Display, text: impl Display) -> bool
fn save_file_text(&self, filename: impl Display, text: impl Display) -> bool
Save text data to file (write), string must be ‘\0’ terminated, returns true on success
source§fn get_application_directory(&self) -> Result<String, String>
fn get_application_directory(&self) -> Result<String, String>
Get the directory of the running application
source§fn load_automation_event_list(
&self,
filename: impl Display
) -> Result<AutomationEventList, String>
fn load_automation_event_list( &self, filename: impl Display ) -> Result<AutomationEventList, String>
Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
source§fn unload_automation_event_list(&self, list: AutomationEventList)
fn unload_automation_event_list(&self, list: AutomationEventList)
Unload automation events list from file
source§fn export_automation_event_list(
&self,
list: AutomationEventList,
filename: impl Display
) -> bool
fn export_automation_event_list( &self, list: AutomationEventList, filename: impl Display ) -> bool
Export automation events list as text file
source§fn set_automation_event_list(&self, list: AutomationEventList)
fn set_automation_event_list(&self, list: AutomationEventList)
Set automation event list to record to
source§fn set_automation_event_base_frame(&self, frame: i32)
fn set_automation_event_base_frame(&self, frame: i32)
Set automation event internal base frame to start recording
source§fn start_automation_event_record(&self)
fn start_automation_event_record(&self)
Start recording automation events (AutomationEventList must be set)
source§fn stop_automation_event_record(&self)
fn stop_automation_event_record(&self)
Stop recording automation events
source§fn play_automation_event(&self, event: AutomationEvent)
fn play_automation_event(&self, event: AutomationEvent)
Play a recorded automation event
source§fn is_key_pressed(&self, key: KeyboardKey) -> bool
fn is_key_pressed(&self, key: KeyboardKey) -> bool
Check whether a key has been pressed once
source§fn is_key_pressed_repeat(&self, key: KeyboardKey) -> bool
fn is_key_pressed_repeat(&self, key: KeyboardKey) -> bool
Check whether a key has been pressed again (Only PLATFORM_DESKTOP)
source§fn is_key_down(&self, key: KeyboardKey) -> bool
fn is_key_down(&self, key: KeyboardKey) -> bool
Check whether a key is being pressed
source§fn is_key_released(&self, key: KeyboardKey) -> bool
fn is_key_released(&self, key: KeyboardKey) -> bool
Check whether a key has been released once
source§fn is_key_up(&self, key: KeyboardKey) -> bool
fn is_key_up(&self, key: KeyboardKey) -> bool
Check whether a key is NOT being pressed
source§fn get_key_pressed(&self) -> KeyboardKey
fn get_key_pressed(&self) -> KeyboardKey
Get key pressed, call it multiple times for keys queued, returns KeyboardKey::Null when the queue is empty
source§fn get_char_pressed(&self) -> String
fn get_char_pressed(&self) -> String
Get char pressed (unicode), call it multiple times for chars queued, returns empty when the queue is empty
source§fn set_exit_key(&self, key: KeyboardKey)
fn set_exit_key(&self, key: KeyboardKey)
Set a custom key to exit program (default is KeyboardKey::Escape)
source§fn is_gamepad_available(&self, gamepad: i32) -> bool
fn is_gamepad_available(&self, gamepad: i32) -> bool
Check whether a gamepad is available
source§fn get_gamepad_name(&self, gamepad: i32) -> Result<String, String>
fn get_gamepad_name(&self, gamepad: i32) -> Result<String, String>
Get gamepad internal name id
Check whether a gamepad button has been pressed once
Check whether a gamepad button is being pressed
Check whether a gamepad button has been released once
Check whether a gamepad button is NOT being pressed
Get the last gamepad button pressed
source§fn get_gamepad_axis_count(&self, gamepad: i32) -> i32
fn get_gamepad_axis_count(&self, gamepad: i32) -> i32
Get gamepad axis count for a gamepad
source§fn get_gamepad_axis_movement(&self, gamepad: i32, axis: GamepadAxis) -> f32
fn get_gamepad_axis_movement(&self, gamepad: i32, axis: GamepadAxis) -> f32
Get axis movement value for a gamepad axis
source§fn set_gamepad_mappings(&self, mappings: impl Display) -> i32
fn set_gamepad_mappings(&self, mappings: impl Display) -> i32
Set internal gamepad mappings (SDL_GameControllerDB)
Check whether a mouse button has been pressed once
Check whether a mouse button is being pressed
Check whether a mouse button has been released once
Check whether a mouse button is NOT being pressed
source§fn get_mouse_x(&self) -> i32
fn get_mouse_x(&self) -> i32
Get mouse position X
source§fn get_mouse_y(&self) -> i32
fn get_mouse_y(&self) -> i32
Get mouse position Y
fn get_mouse_position(&self) -> Vector2
source§fn get_mouse_delta(&self) -> Vector2
fn get_mouse_delta(&self) -> Vector2
Get mouse delta between frames
source§fn set_mouse_position(&self, x: i32, y: i32)
fn set_mouse_position(&self, x: i32, y: i32)
Set mouse position XY
fn set_mouse_offset(&self, x: i32, y: i32)
source§fn set_mouse_scale(&self, x: f32, y: f32)
fn set_mouse_scale(&self, x: f32, y: f32)
Set mouse scaling
fn get_mouse_wheel_move(&self) -> f32
source§fn get_mouse_wheel_move_v(&self) -> Vector2
fn get_mouse_wheel_move_v(&self) -> Vector2
Get mouse wheel movement for both X and Y
source§fn set_mouse_cursor(&self, cursor: MouseCursor)
fn set_mouse_cursor(&self, cursor: MouseCursor)
Set mouse cursor
source§fn get_touch_x(&self) -> i32
fn get_touch_x(&self) -> i32
Get touch position X for touch point 0 (relative to screen size)
source§fn get_touch_y(&self) -> i32
fn get_touch_y(&self) -> i32
Get touch position Y for touch point 0 (relative to screen size)
source§fn get_touch_position(&self, index: i32) -> Vector2
fn get_touch_position(&self, index: i32) -> Vector2
Get touch position XY for a touch point index (relative to screen size)
source§fn get_touch_point_id(&self, index: i32) -> i32
fn get_touch_point_id(&self, index: i32) -> i32
Get touch point identifier for given index
source§fn get_touch_point_count(&self) -> i32
fn get_touch_point_count(&self) -> i32
Get number of touch points
source§impl Rgestures for Connector3D
impl Rgestures for Connector3D
fn set_gestures_enable(&self, flags: impl Into<usize>)
source§fn is_gesture_detected(&self, gesture: Gesture) -> bool
fn is_gesture_detected(&self, gesture: Gesture) -> bool
Check whether a gesture have been detected
source§fn get_gesture_detected(&self) -> Vec<Gesture>
fn get_gesture_detected(&self) -> Vec<Gesture>
Get latest detected gesture
source§fn get_gesture_hold_duration(&self) -> f32
fn get_gesture_hold_duration(&self) -> f32
Get gesture hold time in milliseconds
source§fn get_gesture_drag_vector(&self) -> Vector2
fn get_gesture_drag_vector(&self) -> Vector2
Get gesture drag vector
source§fn get_gesture_drag_angle(&self) -> f32
fn get_gesture_drag_angle(&self) -> f32
Get gesture drag angle
source§fn get_gesture_pinch_vector(&self) -> Vector2
fn get_gesture_pinch_vector(&self) -> Vector2
Get gesture pinch delta
source§fn get_gesture_pinch_angle(&self) -> f32
fn get_gesture_pinch_angle(&self) -> f32
Get gesture pinch angle
source§impl Rmodels for Connector3D
impl Rmodels for Connector3D
source§fn draw_line_3d(&self, start: Vector3, end: Vector3, color: Color)
fn draw_line_3d(&self, start: Vector3, end: Vector3, color: Color)
Draw a line in 3D world space
source§fn draw_point_3d(&self, position: Vector3, color: Color)
fn draw_point_3d(&self, position: Vector3, color: Color)
Draw a point in 3D space, actually a small line
source§fn draw_circle_3d(
&self,
center: Vector3,
radius: f32,
rotation_axis: Vector3,
rotation_angle: f32,
color: Color
)
fn draw_circle_3d( &self, center: Vector3, radius: f32, rotation_axis: Vector3, rotation_angle: f32, color: Color )
Draw a circle in 3D world space
source§fn draw_triangle_3d(&self, v1: Vector3, v2: Vector3, v3: Vector3, color: Color)
fn draw_triangle_3d(&self, v1: Vector3, v2: Vector3, v3: Vector3, color: Color)
Draw a color-filled triangle (vertex in counter-clockwise order!)
source§fn draw_triangle_strip_3d(&self, points: &mut Vec<Vector3>, color: Color)
fn draw_triangle_strip_3d(&self, points: &mut Vec<Vector3>, color: Color)
Draw a triangle strip defined by points
source§fn draw_cube(
&self,
position: Vector3,
width: f32,
height: f32,
length: f32,
color: Color
)
fn draw_cube( &self, position: Vector3, width: f32, height: f32, length: f32, color: Color )
Draw cube
source§fn draw_cube_v(&self, position: Vector3, size: Vector3, color: Color)
fn draw_cube_v(&self, position: Vector3, size: Vector3, color: Color)
Draw cube (Vector version)
source§fn draw_cube_wires(
&self,
position: Vector3,
width: f32,
height: f32,
length: f32,
color: Color
)
fn draw_cube_wires( &self, position: Vector3, width: f32, height: f32, length: f32, color: Color )
Draw cube wires
source§fn draw_cube_wires_v(&self, position: Vector3, size: Vector3, color: Color)
fn draw_cube_wires_v(&self, position: Vector3, size: Vector3, color: Color)
Draw cube wires (Vector version)
source§fn draw_sphere_ex(
&self,
center: Vector3,
radius: f32,
rings: i32,
slices: i32,
color: Color
)
fn draw_sphere_ex( &self, center: Vector3, radius: f32, rings: i32, slices: i32, color: Color )
Draw sphere with extended parameters
source§fn draw_sphere_wires(
&self,
center: Vector3,
radius: f32,
rings: i32,
slices: i32,
color: Color
)
fn draw_sphere_wires( &self, center: Vector3, radius: f32, rings: i32, slices: i32, color: Color )
Draw sphere wires
source§fn draw_cylinder(
&self,
position: Vector3,
radius_top: f32,
radius_bottom: f32,
height: f32,
slices: i32,
color: Color
)
fn draw_cylinder( &self, position: Vector3, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: Color )
Draw a cylinder/cone
source§fn draw_cylinder_ex(
&self,
start_pos: Vector3,
end_pos: Vector3,
start_radius: f32,
end_radius: f32,
sides: i32,
color: Color
)
fn draw_cylinder_ex( &self, start_pos: Vector3, end_pos: Vector3, start_radius: f32, end_radius: f32, sides: i32, color: Color )
Draw a cylinder with base at startPos and top at endPos
source§fn draw_cylinder_wires(
&self,
position: Vector3,
radius_top: f32,
radius_bottom: f32,
height: f32,
slices: i32,
color: Color
)
fn draw_cylinder_wires( &self, position: Vector3, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: Color )
Draw a cylinder/cone wires
source§fn draw_cylinder_wires_ex(
&self,
start_pos: Vector3,
end_pos: Vector3,
start_radius: f32,
end_radius: f32,
sides: i32,
color: Color
)
fn draw_cylinder_wires_ex( &self, start_pos: Vector3, end_pos: Vector3, start_radius: f32, end_radius: f32, sides: i32, color: Color )
Draw a cylinder wires with base at startPos and top at endPos
source§fn draw_capsule(
&self,
start_pos: Vector3,
end_pos: Vector3,
radius: f32,
slices: i32,
rings: i32,
color: Color
)
fn draw_capsule( &self, start_pos: Vector3, end_pos: Vector3, radius: f32, slices: i32, rings: i32, color: Color )
Draw a capsule with the center of its sphere caps at startPos and endPos
source§fn draw_capsule_wires(
&self,
start_pos: Vector3,
end_pos: Vector3,
radius: f32,
slices: i32,
rings: i32,
color: Color
)
fn draw_capsule_wires( &self, start_pos: Vector3, end_pos: Vector3, radius: f32, slices: i32, rings: i32, color: Color )
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
fn draw_plane(&self, center: Vector3, size: Vector2, color: Color)
source§fn load_model(&self, filename: impl Display) -> Result<Model, String>
fn load_model(&self, filename: impl Display) -> Result<Model, String>
Load model from files (meshes and materials)
source§fn load_model_from_mesh(&self, mesh: Mesh) -> Model
fn load_model_from_mesh(&self, mesh: Mesh) -> Model
Load model from generated mesh (default material)
source§fn is_model_ready(&self, model: Model) -> bool
fn is_model_ready(&self, model: Model) -> bool
check whether a model is ready
source§fn unload_model(&self, model: Model)
fn unload_model(&self, model: Model)
Unload model (including meshes) from memory (RAM and/or VRAM)
source§fn get_model_bounding_box(&self, model: Model) -> BoundingBox
fn get_model_bounding_box(&self, model: Model) -> BoundingBox
Compute model bounding box limits (considers all meshes)
source§fn draw_model(&self, model: Model, position: Vector3, scale: f32, tint: Color)
fn draw_model(&self, model: Model, position: Vector3, scale: f32, tint: Color)
Draw a model (with texture if set)
source§fn draw_model_ex(
&self,
model: Model,
position: Vector3,
rotation_axis: Vector3,
rotation_angle: f32,
scale: Vector3,
tint: Color
)
fn draw_model_ex( &self, model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: f32, scale: Vector3, tint: Color )
Draw a model with extended parameters
source§fn draw_model_wires(
&self,
model: Model,
position: Vector3,
scale: f32,
tint: Color
)
fn draw_model_wires( &self, model: Model, position: Vector3, scale: f32, tint: Color )
Draw a model wires (with texture if set)
source§fn draw_model_wires_ex(
&self,
model: Model,
position: Vector3,
rotation_axis: Vector3,
rotation_angle: f32,
scale: Vector3,
tint: Color
)
fn draw_model_wires_ex( &self, model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: f32, scale: Vector3, tint: Color )
Draw a model wires (with texture if set) with extended parameters
source§fn draw_bounding_box(&self, box_: BoundingBox, color: Color)
fn draw_bounding_box(&self, box_: BoundingBox, color: Color)
Draw bounding box (wires)
source§fn draw_billboard(
&self,
camera: Camera3D,
texture: Texture,
position: Vector3,
size: f32,
tint: Color
)
fn draw_billboard( &self, camera: Camera3D, texture: Texture, position: Vector3, size: f32, tint: Color )
Draw a billboard texture
source§fn draw_billboard_rec(
&self,
camera: Camera3D,
texture: Texture,
source: Rectangle,
position: Vector3,
size: Vector2,
tint: Color
)
fn draw_billboard_rec( &self, camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color )
Draw a billboard texture defined by source
source§fn draw_billboard_pro(
&self,
camera: Camera3D,
texture: Texture,
source: Rectangle,
position: Vector3,
up: Vector3,
size: Vector2,
origin: Vector2,
rotation: f32,
tint: Color
)
fn draw_billboard_pro( &self, camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color )
Draw a billboard texture defined by source and rotation
source§fn upload_mesh(&self, mesh: &mut Mesh, dynamic: bool)
fn upload_mesh(&self, mesh: &mut Mesh, dynamic: bool)
Upload mesh vertex data in GPU and provide VAO/VBO ids
source§fn update_mesh_buffer(
&self,
mesh: Mesh,
index: i32,
data: &mut Vec<u8>,
offset: i32
)
fn update_mesh_buffer( &self, mesh: Mesh, index: i32, data: &mut Vec<u8>, offset: i32 )
Update mesh vertex data in GPU for a specific buffer index
source§fn unload_mesh(&self, mesh: Mesh)
fn unload_mesh(&self, mesh: Mesh)
Unload mesh data from CPU and GPU
source§fn draw_mesh(&self, mesh: Mesh, material: Material, transform: Matrix)
fn draw_mesh(&self, mesh: Mesh, material: Material, transform: Matrix)
Draw a 3D mesh with material and transform
source§fn draw_mesh_instanced(
&self,
mesh: Mesh,
material: Material,
transforms: &[Matrix]
)
fn draw_mesh_instanced( &self, mesh: Mesh, material: Material, transforms: &[Matrix] )
Draw multiple mesh instances with material and different transforms
source§fn export_mesh(&self, mesh: Mesh, filename: impl Display) -> bool
fn export_mesh(&self, mesh: Mesh, filename: impl Display) -> bool
Export mesh data to file, returns true on success
source§fn get_mesh_bounding_box(&self, mesh: Mesh) -> BoundingBox
fn get_mesh_bounding_box(&self, mesh: Mesh) -> BoundingBox
Compute mesh bounding box limits
source§fn gen_mesh_tangents(&self, mesh: &mut Mesh)
fn gen_mesh_tangents(&self, mesh: &mut Mesh)
Compute mesh tangents
fn gen_mesh_poly(&self, sides: i32, radius: f32) -> Mesh
source§fn gen_mesh_plane(&self, width: f32, height: f32, x: i32, z: i32) -> Mesh
fn gen_mesh_plane(&self, width: f32, height: f32, x: i32, z: i32) -> Mesh
Generate plane mesh (with subdivisions)
source§fn gen_mesh_sphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh
fn gen_mesh_sphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh
Generate sphere mesh (standard sphere)
source§fn gen_mesh_hemisphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh
fn gen_mesh_hemisphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh
Generate half-sphere mesh (no bottom cap)
source§fn gen_mesh_cylinder(&self, radius: f32, height: f32, slices: i32) -> Mesh
fn gen_mesh_cylinder(&self, radius: f32, height: f32, slices: i32) -> Mesh
Generate cylinder mesh
source§fn gen_mesh_cone(&self, radius: f32, height: f32, slices: i32) -> Mesh
fn gen_mesh_cone(&self, radius: f32, height: f32, slices: i32) -> Mesh
Generate cone/pyramid mesh
source§fn gen_mesh_torus(
&self,
radius: f32,
size: f32,
rad_seg: i32,
sides: i32
) -> Mesh
fn gen_mesh_torus( &self, radius: f32, size: f32, rad_seg: i32, sides: i32 ) -> Mesh
Generate torus mesh
source§fn gen_mesh_knot(
&self,
radius: f32,
size: f32,
rad_seg: i32,
sides: i32
) -> Mesh
fn gen_mesh_knot( &self, radius: f32, size: f32, rad_seg: i32, sides: i32 ) -> Mesh
Generate trefoil knot mesh
source§fn gen_mesh_heightmap(&self, heightmap: Image, size: Vector3) -> Mesh
fn gen_mesh_heightmap(&self, heightmap: Image, size: Vector3) -> Mesh
Generate heightmap mesh from image data
source§fn gen_mesh_cubicmap(&self, heightmap: Image, size: Vector3) -> Mesh
fn gen_mesh_cubicmap(&self, heightmap: Image, size: Vector3) -> Mesh
Generate cubes-based map mesh from image data
source§fn load_materials(
&self,
filename: impl Display
) -> Result<Vec<Material>, String>
fn load_materials( &self, filename: impl Display ) -> Result<Vec<Material>, String>
Load materials from model file
source§fn load_material_default(&self) -> Material
fn load_material_default(&self) -> Material
Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
source§fn is_material_ready(&self, material: Material) -> bool
fn is_material_ready(&self, material: Material) -> bool
check whether a material is ready
source§fn unload_material(&self, material: Material)
fn unload_material(&self, material: Material)
Unload material from GPU memory (VRAM)
source§fn set_material_texture(
&self,
material: &mut Material,
map_tpe: i32,
texture: Texture
)
fn set_material_texture( &self, material: &mut Material, map_tpe: i32, texture: Texture )
Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)
source§fn set_model_mesh_material(
&self,
model: &mut Model,
mesh_id: i32,
material_id: i32
)
fn set_model_mesh_material( &self, model: &mut Model, mesh_id: i32, material_id: i32 )
Set material for a mesh
source§fn load_model_animations(
&self,
filename: impl Display
) -> Result<Vec<ModelAnimation>, String>
fn load_model_animations( &self, filename: impl Display ) -> Result<Vec<ModelAnimation>, String>
Load model animations from file
source§fn update_model_animation(&self, model: Model, anim: ModelAnimation, frame: i32)
fn update_model_animation(&self, model: Model, anim: ModelAnimation, frame: i32)
Update model animation pose
source§fn unload_model_animation(&self, anim: ModelAnimation)
fn unload_model_animation(&self, anim: ModelAnimation)
Unload animation data
source§fn unload_model_animations(&self, anims: &mut [ModelAnimation])
fn unload_model_animations(&self, anims: &mut [ModelAnimation])
Unload animation array data
source§fn is_model_animation_invalid(&self, model: Model, anim: ModelAnimation) -> bool
fn is_model_animation_invalid(&self, model: Model, anim: ModelAnimation) -> bool
Check model animation skeleton match
source§impl RmodelsCollisions for Connector3D
impl RmodelsCollisions for Connector3D
fn check_collision_spheres( &self, center1: Vector3, radius1: f32, center2: Vector3, radius2: f32 ) -> bool
source§fn check_collision_boxes(box1: BoundingBox, box2: BoundingBox) -> bool
fn check_collision_boxes(box1: BoundingBox, box2: BoundingBox) -> bool
Check collision between two bounding boxes
source§fn check_collision_box_sphere(
&self,
box_: BoundingBox,
center: Vector3,
radius: f32
) -> bool
fn check_collision_box_sphere( &self, box_: BoundingBox, center: Vector3, radius: f32 ) -> bool
Check collision between box and sphere
source§fn get_raycollision_sphere(
&self,
ray: Ray,
center: Vector3,
radius: f32
) -> RayCollision
fn get_raycollision_sphere( &self, ray: Ray, center: Vector3, radius: f32 ) -> RayCollision
Get collision info between ray and sphere
source§fn get_raycollision_box(&self, ray: Ray, box_: BoundingBox) -> RayCollision
fn get_raycollision_box(&self, ray: Ray, box_: BoundingBox) -> RayCollision
Get collision info between ray and box
source§fn get_raycollision_mesh(
&self,
ray: Ray,
mesh: Mesh,
transform: Matrix
) -> RayCollision
fn get_raycollision_mesh( &self, ray: Ray, mesh: Mesh, transform: Matrix ) -> RayCollision
Get collision info between ray and mesh
source§fn get_raycollision_triangle(
&self,
ray: Ray,
p1: Vector3,
p2: Vector3,
p3: Vector3
) -> RayCollision
fn get_raycollision_triangle( &self, ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3 ) -> RayCollision
Get collision info between ray and triangle
source§fn get_raycollision_quad(
&self,
ray: Ray,
p1: Vector3,
p2: Vector3,
p3: Vector3,
p4: Vector3
) -> RayCollision
fn get_raycollision_quad( &self, ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3 ) -> RayCollision
Get collision info between ray and quad
source§impl Rtextures for Connector3D
impl Rtextures for Connector3D
source§fn load_image(&self, filename: impl Display) -> Result<Image, String>
fn load_image(&self, filename: impl Display) -> Result<Image, String>
Load image from file into CPU memory (RAM)
source§fn load_image_raw(
&self,
filename: impl Display,
width: i32,
height: i32,
format: PixelFormat,
header_size: i32
) -> Result<Image, String>
fn load_image_raw( &self, filename: impl Display, width: i32, height: i32, format: PixelFormat, header_size: i32 ) -> Result<Image, String>
Load image from RAW file data
source§fn load_image_svg(
&self,
filename_or_string: impl Display,
width: i32,
height: i32
) -> Result<Image, String>
fn load_image_svg( &self, filename_or_string: impl Display, width: i32, height: i32 ) -> Result<Image, String>
Load image from SVG file data or string with specified size
source§fn load_image_anim(
&self,
filename: impl Display
) -> Result<(Image, i32), String>
fn load_image_anim( &self, filename: impl Display ) -> Result<(Image, i32), String>
Load image sequence from file (frames appended to image.data)
source§fn load_image_from_memory(
&self,
tpe: ImageType,
data: &[u8]
) -> Result<Image, String>
fn load_image_from_memory( &self, tpe: ImageType, data: &[u8] ) -> Result<Image, String>
Load image from memory buffer, fileType refers to extension: i.e. ‘.png’
source§fn load_image_from_texture(&self, texture: Texture) -> Image
fn load_image_from_texture(&self, texture: Texture) -> Image
Load image from GPU texture data
source§fn load_image_from_screen(&self) -> Image
fn load_image_from_screen(&self) -> Image
Load image from screen buffer and (screenshot)
source§fn is_image_ready(&self, image: Image) -> bool
fn is_image_ready(&self, image: Image) -> bool
Check whether an image is ready
source§fn unload_image(&self, image: Image)
fn unload_image(&self, image: Image)
Unload image from CPU memory (RAM)
source§fn export_image(&self, image: Image, filename: impl Display) -> bool
fn export_image(&self, image: Image, filename: impl Display) -> bool
Export image data to file, returns true on success
source§fn export_image_to_memory(
&self,
image: Image,
tpe: ImageType
) -> Result<Vec<u8>, String>
fn export_image_to_memory( &self, image: Image, tpe: ImageType ) -> Result<Vec<u8>, String>
Export image to memory buffer
source§fn export_image_as_code(&self, image: Image, filename: impl Display) -> bool
fn export_image_as_code(&self, image: Image, filename: impl Display) -> bool
Export image as code file defining an array of bytes, returns true on success
source§fn gen_image_color(&self, width: i32, height: i32, color: Color) -> Image
fn gen_image_color(&self, width: i32, height: i32, color: Color) -> Image
Generate image: plain color
source§fn gen_image_gradient_linear(
&self,
width: i32,
height: i32,
angle: f32,
start: Color,
end: Color
) -> Image
fn gen_image_gradient_linear( &self, width: i32, height: i32, angle: f32, start: Color, end: Color ) -> Image
Generate image: linear gradient, direction in radians, 0=Vertical gradient
source§fn gen_image_gradient_radial(
&self,
width: i32,
height: i32,
density: f32,
inner: Color,
outer: Color
) -> Image
fn gen_image_gradient_radial( &self, width: i32, height: i32, density: f32, inner: Color, outer: Color ) -> Image
Generate image: radial gradient
fn gen_image_gradient_square( &self, width: i32, height: i32, density: f32, inner: Color, outer: Color ) -> Image
source§fn gen_image_checked(
&self,
width: i32,
height: i32,
checks_x: i32,
checks_y: i32,
col1: Color,
col2: Color
) -> Image
fn gen_image_checked( &self, width: i32, height: i32, checks_x: i32, checks_y: i32, col1: Color, col2: Color ) -> Image
Generate image: checked
source§fn gen_image_white_noise(&self, width: i32, height: i32, factor: f32) -> Image
fn gen_image_white_noise(&self, width: i32, height: i32, factor: f32) -> Image
Generate image: white noise
source§fn gen_image_perlin_noise(
&self,
width: i32,
height: i32,
offset_x: i32,
offset_y: i32,
scale: f32
) -> Image
fn gen_image_perlin_noise( &self, width: i32, height: i32, offset_x: i32, offset_y: i32, scale: f32 ) -> Image
Generate image: perlin noise
source§fn gen_image_cellular(&self, width: i32, height: i32, tile_size: i32) -> Image
fn gen_image_cellular(&self, width: i32, height: i32, tile_size: i32) -> Image
Generate image: cellular algorithm, bigger tileSize means bigger cells
source§fn gen_image_text(&self, width: i32, height: i32, text: impl Display) -> Image
fn gen_image_text(&self, width: i32, height: i32, text: impl Display) -> Image
Generate image: grayscale image from text data
source§fn image_copy(&self, image: Image) -> Image
fn image_copy(&self, image: Image) -> Image
Create an image duplicate (useful for transformations)
source§fn image_from_image(&self, image: Image, rec: Rectangle) -> Image
fn image_from_image(&self, image: Image, rec: Rectangle) -> Image
Create an image from another image piece
source§fn image_text(&self, text: impl Display, font_size: i32, color: Color) -> Image
fn image_text(&self, text: impl Display, font_size: i32, color: Color) -> Image
Create an image from text (default font)
source§fn image_text_ex(
&self,
font: Font,
text: impl Display,
font_size: f32,
spacing: f32,
tint: Color
) -> Image
fn image_text_ex( &self, font: Font, text: impl Display, font_size: f32, spacing: f32, tint: Color ) -> Image
Create an image from text (custom sprite font)
source§fn image_format(&self, image: &mut Image, format: PixelFormat)
fn image_format(&self, image: &mut Image, format: PixelFormat)
Convert image data to desired format
source§fn image_to_pot(&self, image: &mut Image, fill: Color)
fn image_to_pot(&self, image: &mut Image, fill: Color)
Convert image to POT (power-of-two)
source§fn image_crop(&self, image: &mut Image, crop: Rectangle)
fn image_crop(&self, image: &mut Image, crop: Rectangle)
Crop an image to a defined rectangle
source§fn image_alpha_crop(&self, image: &mut Image, threshold: f32)
fn image_alpha_crop(&self, image: &mut Image, threshold: f32)
Crop image depending on alpha value
source§fn image_alpha_clear(&self, image: &mut Image, color: Color, threshold: f32)
fn image_alpha_clear(&self, image: &mut Image, color: Color, threshold: f32)
Clear alpha channel to desired color
source§fn image_alpha_mask(&self, image: &mut Image, alpha_mask: Image)
fn image_alpha_mask(&self, image: &mut Image, alpha_mask: Image)
Apply alpha mask to image
source§fn image_alpha_premultiply(&self, image: &mut Image)
fn image_alpha_premultiply(&self, image: &mut Image)
Premultiply alpha channel
source§fn image_blur_gaussian(&self, image: &mut Image, blur_size: i32)
fn image_blur_gaussian(&self, image: &mut Image, blur_size: i32)
Apply Gaussian blur using a box blur approximation
source§fn image_resize(&self, image: &mut Image, width: i32, height: i32)
fn image_resize(&self, image: &mut Image, width: i32, height: i32)
Resize image (Bicubic scaling algorithm)
source§fn image_resize_nn(&self, image: &mut Image, width: i32, height: i32)
fn image_resize_nn(&self, image: &mut Image, width: i32, height: i32)
Resize image (Nearest-Neighbor scaling algorithm)
fn image_resize_canvas( &self, image: &mut Image, width: i32, height: i32, offset_x: i32, offset_y: i32, fill: Color )
source§fn image_mipmaps(&self, image: &mut Image)
fn image_mipmaps(&self, image: &mut Image)
Compute all mipmap levels for a provided image
source§fn image_dither(&self, image: &mut Image, r: i32, g: i32, b: i32, a: i32)
fn image_dither(&self, image: &mut Image, r: i32, g: i32, b: i32, a: i32)
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
source§fn image_flip_vertical(&self, image: &mut Image)
fn image_flip_vertical(&self, image: &mut Image)
Flip image vertically
source§fn image_flip_horizontal(&self, image: &mut Image)
fn image_flip_horizontal(&self, image: &mut Image)
Flip image horizontally
fn image_rotate(&self, image: &mut Image, angle: f32)
source§fn image_rotate_cw(&self, image: &mut Image)
fn image_rotate_cw(&self, image: &mut Image)
Rotate image clockwise 90°
fn image_rotate_ccw(&self, image: &mut Image)
source§fn image_color_tint(&self, image: &mut Image, tint: Color)
fn image_color_tint(&self, image: &mut Image, tint: Color)
Modify image color: tint
source§fn image_color_invert(&self, image: &mut Image)
fn image_color_invert(&self, image: &mut Image)
Modify image color: invert
source§fn image_color_grayscale(&self, image: &mut Image)
fn image_color_grayscale(&self, image: &mut Image)
Modify image color: grayscale
source§fn image_color_contrast(&self, image: &mut Image, contrast: f32)
fn image_color_contrast(&self, image: &mut Image, contrast: f32)
Modify image color: contrast (-100 to 100)
source§fn image_color_brightness(&self, image: &mut Image, brightness: i32)
fn image_color_brightness(&self, image: &mut Image, brightness: i32)
Modify image color: brightness (-255 to 255)
source§fn image_color_replace(&self, image: &mut Image, color: Color, replace: Color)
fn image_color_replace(&self, image: &mut Image, color: Color, replace: Color)
Modify image color: replace color
source§fn load_image_colors(&self, image: Image) -> *mut Color
fn load_image_colors(&self, image: Image) -> *mut Color
Load color data from image as a Color array (RGBA - 32bit)
source§fn load_image_pallete(
&self,
image: Image,
max_size: i32
) -> Result<Vec<Color>, String>
fn load_image_pallete( &self, image: Image, max_size: i32 ) -> Result<Vec<Color>, String>
Load colors palette from image as a Color array (RGBA - 32bit)
source§fn unload_image_colors(&self, colors: *mut Color)
fn unload_image_colors(&self, colors: *mut Color)
Unload color data loaded with LoadImageColors()
source§fn get_image_alpha_border(&self, image: Image, threshold: f32) -> Rectangle
fn get_image_alpha_border(&self, image: Image, threshold: f32) -> Rectangle
Get image alpha border rectangle
source§fn get_image_color(&self, image: Image, x: i32, y: i32) -> Color
fn get_image_color(&self, image: Image, x: i32, y: i32) -> Color
Get image pixel color at (x, y) position
source§fn image_clear_background(&self, image: &mut Image, color: Color)
fn image_clear_background(&self, image: &mut Image, color: Color)
Clear image background with given color
source§fn image_draw_pixel(&self, image: &mut Image, x: i32, y: i32, color: Color)
fn image_draw_pixel(&self, image: &mut Image, x: i32, y: i32, color: Color)
Draw pixel within an image
source§fn image_draw_pixel_v(&self, image: &mut Image, position: Vector2, color: Color)
fn image_draw_pixel_v(&self, image: &mut Image, position: Vector2, color: Color)
Draw pixel within an image (Vector version)
source§fn image_draw_line(
&self,
image: &mut Image,
start_x: i32,
start_y: i32,
end_x: i32,
end_y: i32,
color: Color
)
fn image_draw_line( &self, image: &mut Image, start_x: i32, start_y: i32, end_x: i32, end_y: i32, color: Color )
Draw line within an image
source§fn image_draw_line_v(
&self,
image: &mut Image,
start: Vector2,
end: Vector2,
color: Color
)
fn image_draw_line_v( &self, image: &mut Image, start: Vector2, end: Vector2, color: Color )
Draw line within an image (Vector version)
source§fn image_draw_circle(
&self,
image: &mut Image,
center_x: i32,
center_y: i32,
radius: i32,
color: Color
)
fn image_draw_circle( &self, image: &mut Image, center_x: i32, center_y: i32, radius: i32, color: Color )
Draw a filled circle within an image
source§fn image_draw_circle_v(
&self,
image: &mut Image,
center: Vector2,
radius: i32,
color: Color
)
fn image_draw_circle_v( &self, image: &mut Image, center: Vector2, radius: i32, color: Color )
Draw a filled circle within an image (Vector version)
source§fn image_draw_circle_lines(
&self,
image: &mut Image,
center_x: i32,
center_y: i32,
radius: i32,
color: Color
)
fn image_draw_circle_lines( &self, image: &mut Image, center_x: i32, center_y: i32, radius: i32, color: Color )
Draw circle outline within an image
source§fn image_draw_circle_lines_v(
&self,
image: &mut Image,
center: Vector2,
radius: i32,
color: Color
)
fn image_draw_circle_lines_v( &self, image: &mut Image, center: Vector2, radius: i32, color: Color )
Draw circle outline within an image (Vector version)
source§fn image_draw_rectangle(
&self,
image: &mut Image,
x: i32,
y: i32,
width: i32,
height: i32,
color: Color
)
fn image_draw_rectangle( &self, image: &mut Image, x: i32, y: i32, width: i32, height: i32, color: Color )
Draw rectangle within an image
source§fn image_draw_rectangle_v(
&self,
image: &mut Image,
position: Vector2,
size: Vector2,
color: Color
)
fn image_draw_rectangle_v( &self, image: &mut Image, position: Vector2, size: Vector2, color: Color )
Draw rectangle within an image (Vector version)
source§fn image_draw_rectangle_rec(
&self,
image: &mut Image,
rec: Rectangle,
color: Color
)
fn image_draw_rectangle_rec( &self, image: &mut Image, rec: Rectangle, color: Color )
Draw rectangle within an image
source§fn image_draw_rectangle_lines(
&self,
image: &mut Image,
rec: Rectangle,
thick: i32,
color: Color
)
fn image_draw_rectangle_lines( &self, image: &mut Image, rec: Rectangle, thick: i32, color: Color )
Draw rectangle lines within an image
source§fn image_draw(
&self,
image: &mut Image,
src: Image,
src_rec: Rectangle,
dst_rec: Rectangle,
tint: Color
)
fn image_draw( &self, image: &mut Image, src: Image, src_rec: Rectangle, dst_rec: Rectangle, tint: Color )
Draw a source image within a destination image (tint applied to source)
source§fn image_draw_text(
&self,
image: &mut Image,
text: impl Display,
x: i32,
y: i32,
font_size: i32,
color: Color
)
fn image_draw_text( &self, image: &mut Image, text: impl Display, x: i32, y: i32, font_size: i32, color: Color )
Draw text (using default font) within an image (destination)
source§fn image_draw_text_ex(
&self,
image: &mut Image,
font: Font,
text: impl Display,
position: Vector2,
font_size: f32,
spacing: f32,
tint: Color
)
fn image_draw_text_ex( &self, image: &mut Image, font: Font, text: impl Display, position: Vector2, font_size: f32, spacing: f32, tint: Color )
Draw text (custom sprite font) within an image (destination)
source§fn load_texture(&self, filename: impl Display) -> Result<Texture, String>
fn load_texture(&self, filename: impl Display) -> Result<Texture, String>
Load texture from file into GPU memory (VRAM)
source§fn load_texture_from_image(&self, image: Image) -> Result<Texture, String>
fn load_texture_from_image(&self, image: Image) -> Result<Texture, String>
Load texture from image data
source§fn load_texture_cubemap(
&self,
image: Image,
layout: CubemapLayout
) -> Result<Texture, String>
fn load_texture_cubemap( &self, image: Image, layout: CubemapLayout ) -> Result<Texture, String>
Load cubemap from image, multiple image cubemap layouts supported
source§fn load_render_texture(&self, width: i32, height: i32) -> RenderTexture
fn load_render_texture(&self, width: i32, height: i32) -> RenderTexture
Load texture for rendering (framebuffer)
source§fn is_texture_ready(&self, texture: Texture) -> bool
fn is_texture_ready(&self, texture: Texture) -> bool
Check whether a texture is ready
source§fn unload_texture(&self, texture: Texture)
fn unload_texture(&self, texture: Texture)
Unload texture from GPU memory (VRAM)
source§fn is_render_texture_ready(&self, target: RenderTexture) -> bool
fn is_render_texture_ready(&self, target: RenderTexture) -> bool
Check whether a render texture is ready
source§fn unload_render_texture(&self, target: RenderTexture)
fn unload_render_texture(&self, target: RenderTexture)
Unload render texture from GPU memory (VRAM)
source§fn update_texture(&self, texture: Texture, pixels: &[u8])
fn update_texture(&self, texture: Texture, pixels: &[u8])
Update GPU texture with new data
source§fn update_texture_rec(&self, texture: Texture, rec: Rectangle, pixels: &[u8])
fn update_texture_rec(&self, texture: Texture, rec: Rectangle, pixels: &[u8])
Update GPU texture rectangle with new data
source§fn gen_texture_mipmaps(&self, texture: &mut Texture)
fn gen_texture_mipmaps(&self, texture: &mut Texture)
Generate GPU mipmaps for a texture
source§fn set_texture_filter(&self, texture: Texture, filter: TextureFilter)
fn set_texture_filter(&self, texture: Texture, filter: TextureFilter)
Set texture scaling filter mode
source§fn set_texture_wrap(&self, texture: Texture, wrap: TextureWrap)
fn set_texture_wrap(&self, texture: Texture, wrap: TextureWrap)
Set texture wrapping mode
fn draw_texture(&self, texture: Texture, x: i32, y: i32, tint: Color)
source§fn draw_texture_v(&self, texture: Texture, position: Vector2, tint: Color)
fn draw_texture_v(&self, texture: Texture, position: Vector2, tint: Color)
Draw a Texture2D with position defined as Vector2
source§fn draw_texture_ex(
&self,
texture: Texture,
position: Vector2,
rotation: f32,
scale: f32,
tint: Color
)
fn draw_texture_ex( &self, texture: Texture, position: Vector2, rotation: f32, scale: f32, tint: Color )
Draw a Texture2D with extended parameters
source§fn draw_texture_rec(
&self,
texture: Texture,
source: Rectangle,
position: Vector2,
tint: Color
)
fn draw_texture_rec( &self, texture: Texture, source: Rectangle, position: Vector2, tint: Color )
Draw a part of a texture defined by a rectangle
source§fn draw_texture_pro(
&self,
texture: Texture,
source: Rectangle,
dest: Rectangle,
origin: Vector2,
rotation: f32,
tint: Color
)
fn draw_texture_pro( &self, texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color )
Draw a part of a texture defined by a rectangle with pro parameters
source§fn draw_texture_n_patch(
&self,
texture: Texture,
info: NPatchInfo,
dest: Rectangle,
origin: Vector2,
rotation: f32,
tint: Color
)
fn draw_texture_n_patch( &self, texture: Texture, info: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color )
Draws a texture (or part of it) that stretches or shrinks nicely
source§fn fade(&self, color: Color, alpha: f32) -> Color
fn fade(&self, color: Color, alpha: f32) -> Color
Get color with alpha applied, alpha goes from 0.0 to 1.0
source§fn color_to_int(&self, color: Color) -> i32
fn color_to_int(&self, color: Color) -> i32
Get hexadecimal value for a Color
source§fn color_normalize(&self, color: Color) -> Vector4
fn color_normalize(&self, color: Color) -> Vector4
Get Color normalized as float [0..1]
source§fn color_from_normalized(&self, normalized: Vector4) -> Color
fn color_from_normalized(&self, normalized: Vector4) -> Color
Get Color from normalized values [0..1]
source§fn color_to_hsv(&self, color: Color) -> Vector3
fn color_to_hsv(&self, color: Color) -> Vector3
Get HSV values for a Color, hue [0..360], saturation/value [0..1]
source§fn color_from_hsv(&self, hue: f32, saturation: f32, value: f32) -> Color
fn color_from_hsv(&self, hue: f32, saturation: f32, value: f32) -> Color
Get a Color from HSV values, hue [0..360], saturation/value [0..1]
source§fn color_tint(&self, color: Color, tint: Color) -> Color
fn color_tint(&self, color: Color, tint: Color) -> Color
Get color multiplied with another color
source§fn color_brightness(&self, color: Color, factor: f32) -> Color
fn color_brightness(&self, color: Color, factor: f32) -> Color
Get color with brightness correction, brightness factor goes from -1.0 to 1.0
source§fn color_contrast(&self, color: Color, contrast: f32) -> Color
fn color_contrast(&self, color: Color, contrast: f32) -> Color
Get color with contrast correction, contrast values between -1.0 and 1.0
source§fn color_alpha(&self, color: Color, alpha: f32) -> Color
fn color_alpha(&self, color: Color, alpha: f32) -> Color
Get color with alpha applied, alpha goes from 0.0 to 1.0
source§fn color_alpha_blend(&self, dst: Color, src: Color, tint: Color) -> Color
fn color_alpha_blend(&self, dst: Color, src: Color, tint: Color) -> Color
Get src alpha-blended into dst color with tint
source§fn get_pixel_color(&self, ptr: &mut Vec<u8>, format: PixelFormat) -> Color
fn get_pixel_color(&self, ptr: &mut Vec<u8>, format: PixelFormat) -> Color
Get Color from a source pixel pointer of certain format
source§fn set_pixel_color(&self, ptr: &mut Vec<u8>, color: Color, format: PixelFormat)
fn set_pixel_color(&self, ptr: &mut Vec<u8>, color: Color, format: PixelFormat)
Set color formatted into destination pixel pointer
source§fn get_pixel_data_size(
&self,
width: i32,
height: i32,
format: PixelFormat
) -> i32
fn get_pixel_data_size( &self, width: i32, height: i32, format: PixelFormat ) -> i32
Get pixel data size in bytes for certain format
impl Copy for Connector3D
Auto Trait Implementations§
impl RefUnwindSafe for Connector3D
impl Send for Connector3D
impl Sync for Connector3D
impl Unpin for Connector3D
impl UnwindSafe for Connector3D
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