pub struct FrameInput { /* private fields */ }Implementations§
Source§impl FrameInput
impl FrameInput
Sourcepub fn from_parts(
frame_info: FrameInfo,
gameplay_state: GameplayState,
ball_frame_state: BallFrameState,
player_frame_state: PlayerFrameState,
frame_events_state: FrameEventsState,
) -> Self
pub fn from_parts( frame_info: FrameInfo, gameplay_state: GameplayState, ball_frame_state: BallFrameState, player_frame_state: PlayerFrameState, frame_events_state: FrameEventsState, ) -> Self
Builds a frame input from already-materialized frame component states.
Replay callers should usually use FrameInput::timeline or
FrameInput::aggregate. Live callers can construct these same
component states directly from their sampled game state.
Sourcepub fn from_parts_with_live_play_state(
frame_info: FrameInfo,
gameplay_state: GameplayState,
ball_frame_state: BallFrameState,
player_frame_state: PlayerFrameState,
frame_events_state: FrameEventsState,
live_play_state: LivePlayState,
) -> Self
pub fn from_parts_with_live_play_state( frame_info: FrameInfo, gameplay_state: GameplayState, ball_frame_state: BallFrameState, player_frame_state: PlayerFrameState, frame_events_state: FrameEventsState, live_play_state: LivePlayState, ) -> Self
Builds a frame input with an explicitly sampled live-play state.
Replay processing should let the graph derive live play from replicated gameplay fields. Live callers can use this when the host integration has a stronger source of truth for whether analysis should run on a frame.
pub fn timeline( processor: &dyn ProcessorView, frame_number: usize, current_time: f32, dt: f32, ) -> Self
pub fn timeline_with_live_play_state( processor: &dyn ProcessorView, frame_number: usize, current_time: f32, dt: f32, live_play_state: LivePlayState, ) -> Self
pub fn aggregate( processor: &dyn ProcessorView, frame_number: usize, current_time: f32, dt: f32, last_demolish_count: usize, last_boost_pad_event_count: usize, last_touch_event_count: usize, last_dodge_refreshed_event_count: usize, last_player_stat_event_count: usize, last_goal_event_count: usize, ) -> Self
pub fn frame_info(&self) -> FrameInfo
pub fn gameplay_state(&self) -> GameplayState
pub fn ball_frame_state(&self) -> BallFrameState
pub fn player_frame_state(&self) -> PlayerFrameState
pub fn frame_events_state(&self) -> FrameEventsState
pub fn live_play_state(&self) -> Option<LivePlayState>
Trait Implementations§
Source§impl Clone for FrameInput
impl Clone for FrameInput
Source§fn clone(&self) -> FrameInput
fn clone(&self) -> FrameInput
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreAuto Trait Implementations§
impl Freeze for FrameInput
impl RefUnwindSafe for FrameInput
impl Send for FrameInput
impl Sync for FrameInput
impl Unpin for FrameInput
impl UnsafeUnpin for FrameInput
impl UnwindSafe for FrameInput
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