pub struct Quat {
pub r: f32,
pub i: f32,
pub j: f32,
pub k: f32,
}
Expand description
a 4 part vector often used to represent rotations. note that multiplication of quaternions is applying transformations.
Fields§
§r: f32
§i: f32
§j: f32
§k: f32
Implementations§
Source§impl Quat
impl Quat
pub const IDENTITY: Quat
Sourcepub fn from_x_rot(angle: f32) -> Quat
pub fn from_x_rot(angle: f32) -> Quat
rotation around the x axis in radians
Examples found in repository?
examples/simple.rs (line 87)
9fn main() {
10 use Action::*;
11 let event_loop = EventLoop::new().unwrap();
12 event_loop.set_control_flow(ControlFlow::Poll);
13
14 let input = { use base_input_codes::*; input_map!(
15 (Jump, Space, GamepadInput::South),
16 (Exit, Escape, GamepadInput::Start),
17 (Left, ArrowLeft, KeyA, LeftStickLeft ),
18 (Right, ArrowRight, KeyD, LeftStickRight),
19 (Forward, ArrowUp, KeyW, LeftStickUp ),
20 (Back, ArrowDown, KeyS, LeftStickDown ),
21 (LookRight, MouseMoveRight, RightStickRight),
22 (LookLeft, MouseMoveLeft, RightStickLeft ),
23 (LookUp, MouseMoveUp, RightStickUp ),
24 (LookDown, MouseMoveDown, RightStickDown )
25 )};
26
27 struct Graphics {
28 program: Program,
29 indices: IndexBuffer<u16>,
30 vertices: VertexBuffer<Vertex>,
31 normals: VertexBuffer<Normal>
32 }
33 let graphics: Rc<RefCell<Option<Graphics>>> = Rc::new(RefCell::new(None));
34 let graphics_setup = graphics.clone();
35
36 let draw_parameters = DrawParameters {
37 backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
38 ..params::alias_3d()
39 };
40
41 let mut pos = vec3(0.0, 0.0, -30.0);
42 let mut rot = vec2(0.0, 0.0);
43 let mut gravity = 0.0;
44
45 let mut frame_start = Instant::now();
46
47 thin_engine::builder(input).with_setup(|display, window, _| {
48 let _ = window.set_cursor_grab(CursorGrabMode::Confined);
49 let _ = window.set_cursor_grab(CursorGrabMode::Locked);
50 window.set_cursor_visible(false);
51 window.set_title("Walk Test");
52
53 let (indices, vertices, normals) = mesh!(
54 display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
55 );
56 let program = Program::from_source(
57 display, shaders::VERTEX,
58 "#version 140
59 out vec4 colour;
60 in vec3 v_normal;
61 uniform vec3 light;
62 const vec3 albedo = vec3(0.1, 1.0, 0.3);
63 void main(){
64 float light_level = dot(light, v_normal);
65 colour = vec4(albedo * light_level, 1.0);
66 }", None,
67 ).unwrap();
68 graphics_setup.replace(Some(Graphics { program, indices, vertices, normals }));
69 }).with_update(|input, display, _, target, _| {
70 let graphics = graphics.borrow();
71 let Graphics { vertices, indices, normals, program } = graphics.as_ref().unwrap();
72 let delta_time = frame_start.elapsed().as_secs_f32();
73 frame_start = Instant::now();
74
75 let mut frame = display.draw();
76 let view = Mat4::view_matrix_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
77
78 //handle gravity and jump
79 gravity += delta_time * 9.5;
80 if input.pressed(Jump) { gravity = -10.0 }
81
82 //set camera rotation
83 let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
84 rot += look_move.scale(delta_time * 20.0);
85 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
86 let rx = Quat::from_y_rot(rot.x);
87 let ry = Quat::from_x_rot(rot.y);
88 let rot = rx * ry;
89
90 //move player based on view and gravity
91 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
92 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
93 pos += move_dir.transform(&Mat3::from_rot(rx));
94 pos.y = (pos.y - gravity * delta_time).max(0.0);
95
96 if input.pressed(Exit) { target.exit() }
97
98 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
99 //draw teapot
100 frame.draw(
101 (vertices, normals), indices,
102 program, &uniform! {
103 view: view,
104 model: Mat4::from_scale(Vec3::splat(0.1)),
105 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
106 light: vec3(1.0, -0.9, -1.0).normalise()
107 },
108 &draw_parameters,
109 ).unwrap();
110
111 frame.finish().unwrap();
112 }).build(event_loop).unwrap();
113}
More examples
examples/simple-fxaa.rs (line 140)
13fn main() {
14 use Action::*;
15 let event_loop = EventLoop::new().unwrap();
16 event_loop.set_control_flow(ControlFlow::Poll);
17
18 let mut colour = ResizableTexture2d::default();
19 let mut depth = ResizableDepthTexture2d::default();
20
21 let input = { use base_input_codes::*; input_map!(
22 (Left, ArrowLeft, KeyA, LeftStickLeft ),
23 (Right, ArrowRight, KeyD, LeftStickRight),
24 (Forward, ArrowUp, KeyW, LeftStickUp ),
25 (Back, ArrowDown, KeyS, LeftStickDown ),
26 (LookRight, MouseMoveRight, RightStickRight),
27 (LookLeft, MouseMoveLeft, RightStickLeft ),
28 (LookUp, MouseMoveUp, RightStickUp ),
29 (LookDown, MouseMoveDown, RightStickDown ),
30 (FXAA, KeyF, GamepadInput::North)
31 ) };
32 struct Graphics {
33 screen_indices: IndexBuffer<u32>,
34 screen_vertices: VertexBuffer<Vertex>,
35 screen_uvs: VertexBuffer<TextureCoords>,
36
37 teapot_indices: IndexBuffer<u16>,
38 teapot_vertices: VertexBuffer<Vertex>,
39 teapot_uvs: VertexBuffer<TextureCoords>,
40 teapot_normals: VertexBuffer<Normal>,
41
42 fxaa: Program, normal: Program, program: Program
43 }
44 let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45 let graphics_setup = graphics.clone();
46
47 let draw_parameters = DrawParameters {
48 backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49 ..params::alias_3d()
50 };
51 let mut fxaa_on = true;
52
53 let mut pos = vec3(0.0, 0.0, -30.0);
54 let mut rot = vec2(0.0, 0.0);
55
56 let mut frame_start = Instant::now();
57
58 thin_engine::builder(input).with_setup(|display, window, _| {
59 window.set_title("FXAA Test");
60 let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61 let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62 window.set_cursor_visible(false);
63
64 let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65 display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66 );
67 let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68 display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69 );
70
71 let program = Program::from_source(
72 display, shaders::VERTEX,
73 "#version 140
74 out vec4 colour;
75 in vec3 v_normal;
76 uniform vec3 light;
77 uniform mat4 camera;
78 uniform vec3 ambient;
79 uniform vec3 albedo;
80 uniform float shine;
81 void main() {
82 vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
83 vec3 half_dir = normalize(camera_dir + light);
84 float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
85 float light_level = max(dot(light, v_normal), 0.0);
86 colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
87 }", None
88 ).unwrap();
89 let fxaa = shaders::fxaa_shader(display).unwrap();
90 let normal = Program::from_source(
91 display, shaders::SCREEN_VERTEX,
92 "#version 140
93 in vec2 uv;
94 uniform sampler2D tex;
95 out vec4 colour;
96 void main() {
97 colour = texture(tex, uv);
98 }", None
99 ).unwrap();
100 graphics_setup.replace(Some(Graphics {
101 screen_indices, screen_vertices, screen_uvs,
102 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
103 program, normal, fxaa
104 }));
105 }).with_update(|input, display, _, _, _| {
106 let graphics = graphics.borrow();
107 let Graphics {
108 screen_indices, screen_vertices, screen_uvs,
109 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
110 program, normal, fxaa
111 } = graphics.as_ref().unwrap();
112 let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
113 let screen_mesh = (screen_vertices, screen_uvs);
114
115 let delta_time = frame_start.elapsed().as_secs_f32();
116 frame_start = Instant::now();
117
118 // using a small resolution to better show the effect of fxaa.
119 let size = (380, 216);
120 display.resize(size);
121 depth.resize_to_display(&display);
122 colour.resize_to_display(&display);
123
124 // press f to toggle FXAA
125 if input.pressed(FXAA) { fxaa_on = !fxaa_on }
126
127 let colour = colour.texture();
128 let depth = depth.texture();
129 let mut frame = SimpleFrameBuffer::with_depth_buffer(
130 display, colour, depth
131 ).unwrap();
132
133 let view = Mat4::view_matrix_3d(size, 1.0, 1024.0, 0.1);
134
135 // set camera rotation
136 let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
137 rot += look_move.scale(delta_time * 20.0);
138 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
139 let rx = Quat::from_y_rot(rot.x);
140 let ry = Quat::from_x_rot(rot.y);
141 let rot = rx * ry;
142
143 // move player based on view
144 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
145 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
146 pos += move_dir.transform(&Mat3::from_rot(rx));
147
148 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
149 // draw teapot
150 frame.draw(
151 teapot_mesh, teapot_indices,
152 program, &uniform! {
153 view: view,
154 model: Mat4::from_scale(Vec3::splat(0.1)),
155 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
156 light: vec3(0.1, 0.25, -1.0).normalise(),
157 albedo: vec3(0.5, 0.1, 0.4),
158 ambient: vec3(0.0, 0.05, 0.1),
159 shine: 50.0f32,
160 },
161 &draw_parameters,
162 ).unwrap();
163
164 let mut frame = display.draw();
165 frame.draw(
166 screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
167 &shaders::fxaa_uniforms(colour), &DrawParameters::default()
168 ).unwrap();
169 frame.finish().unwrap();
170 }).build(event_loop).unwrap();
171}
Sourcepub fn from_y_rot(angle: f32) -> Quat
pub fn from_y_rot(angle: f32) -> Quat
rotation around the y axis in radians
Examples found in repository?
examples/simple.rs (line 86)
9fn main() {
10 use Action::*;
11 let event_loop = EventLoop::new().unwrap();
12 event_loop.set_control_flow(ControlFlow::Poll);
13
14 let input = { use base_input_codes::*; input_map!(
15 (Jump, Space, GamepadInput::South),
16 (Exit, Escape, GamepadInput::Start),
17 (Left, ArrowLeft, KeyA, LeftStickLeft ),
18 (Right, ArrowRight, KeyD, LeftStickRight),
19 (Forward, ArrowUp, KeyW, LeftStickUp ),
20 (Back, ArrowDown, KeyS, LeftStickDown ),
21 (LookRight, MouseMoveRight, RightStickRight),
22 (LookLeft, MouseMoveLeft, RightStickLeft ),
23 (LookUp, MouseMoveUp, RightStickUp ),
24 (LookDown, MouseMoveDown, RightStickDown )
25 )};
26
27 struct Graphics {
28 program: Program,
29 indices: IndexBuffer<u16>,
30 vertices: VertexBuffer<Vertex>,
31 normals: VertexBuffer<Normal>
32 }
33 let graphics: Rc<RefCell<Option<Graphics>>> = Rc::new(RefCell::new(None));
34 let graphics_setup = graphics.clone();
35
36 let draw_parameters = DrawParameters {
37 backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
38 ..params::alias_3d()
39 };
40
41 let mut pos = vec3(0.0, 0.0, -30.0);
42 let mut rot = vec2(0.0, 0.0);
43 let mut gravity = 0.0;
44
45 let mut frame_start = Instant::now();
46
47 thin_engine::builder(input).with_setup(|display, window, _| {
48 let _ = window.set_cursor_grab(CursorGrabMode::Confined);
49 let _ = window.set_cursor_grab(CursorGrabMode::Locked);
50 window.set_cursor_visible(false);
51 window.set_title("Walk Test");
52
53 let (indices, vertices, normals) = mesh!(
54 display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
55 );
56 let program = Program::from_source(
57 display, shaders::VERTEX,
58 "#version 140
59 out vec4 colour;
60 in vec3 v_normal;
61 uniform vec3 light;
62 const vec3 albedo = vec3(0.1, 1.0, 0.3);
63 void main(){
64 float light_level = dot(light, v_normal);
65 colour = vec4(albedo * light_level, 1.0);
66 }", None,
67 ).unwrap();
68 graphics_setup.replace(Some(Graphics { program, indices, vertices, normals }));
69 }).with_update(|input, display, _, target, _| {
70 let graphics = graphics.borrow();
71 let Graphics { vertices, indices, normals, program } = graphics.as_ref().unwrap();
72 let delta_time = frame_start.elapsed().as_secs_f32();
73 frame_start = Instant::now();
74
75 let mut frame = display.draw();
76 let view = Mat4::view_matrix_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
77
78 //handle gravity and jump
79 gravity += delta_time * 9.5;
80 if input.pressed(Jump) { gravity = -10.0 }
81
82 //set camera rotation
83 let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
84 rot += look_move.scale(delta_time * 20.0);
85 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
86 let rx = Quat::from_y_rot(rot.x);
87 let ry = Quat::from_x_rot(rot.y);
88 let rot = rx * ry;
89
90 //move player based on view and gravity
91 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
92 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
93 pos += move_dir.transform(&Mat3::from_rot(rx));
94 pos.y = (pos.y - gravity * delta_time).max(0.0);
95
96 if input.pressed(Exit) { target.exit() }
97
98 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
99 //draw teapot
100 frame.draw(
101 (vertices, normals), indices,
102 program, &uniform! {
103 view: view,
104 model: Mat4::from_scale(Vec3::splat(0.1)),
105 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
106 light: vec3(1.0, -0.9, -1.0).normalise()
107 },
108 &draw_parameters,
109 ).unwrap();
110
111 frame.finish().unwrap();
112 }).build(event_loop).unwrap();
113}
More examples
examples/simple-fxaa.rs (line 139)
13fn main() {
14 use Action::*;
15 let event_loop = EventLoop::new().unwrap();
16 event_loop.set_control_flow(ControlFlow::Poll);
17
18 let mut colour = ResizableTexture2d::default();
19 let mut depth = ResizableDepthTexture2d::default();
20
21 let input = { use base_input_codes::*; input_map!(
22 (Left, ArrowLeft, KeyA, LeftStickLeft ),
23 (Right, ArrowRight, KeyD, LeftStickRight),
24 (Forward, ArrowUp, KeyW, LeftStickUp ),
25 (Back, ArrowDown, KeyS, LeftStickDown ),
26 (LookRight, MouseMoveRight, RightStickRight),
27 (LookLeft, MouseMoveLeft, RightStickLeft ),
28 (LookUp, MouseMoveUp, RightStickUp ),
29 (LookDown, MouseMoveDown, RightStickDown ),
30 (FXAA, KeyF, GamepadInput::North)
31 ) };
32 struct Graphics {
33 screen_indices: IndexBuffer<u32>,
34 screen_vertices: VertexBuffer<Vertex>,
35 screen_uvs: VertexBuffer<TextureCoords>,
36
37 teapot_indices: IndexBuffer<u16>,
38 teapot_vertices: VertexBuffer<Vertex>,
39 teapot_uvs: VertexBuffer<TextureCoords>,
40 teapot_normals: VertexBuffer<Normal>,
41
42 fxaa: Program, normal: Program, program: Program
43 }
44 let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45 let graphics_setup = graphics.clone();
46
47 let draw_parameters = DrawParameters {
48 backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49 ..params::alias_3d()
50 };
51 let mut fxaa_on = true;
52
53 let mut pos = vec3(0.0, 0.0, -30.0);
54 let mut rot = vec2(0.0, 0.0);
55
56 let mut frame_start = Instant::now();
57
58 thin_engine::builder(input).with_setup(|display, window, _| {
59 window.set_title("FXAA Test");
60 let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61 let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62 window.set_cursor_visible(false);
63
64 let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65 display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66 );
67 let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68 display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69 );
70
71 let program = Program::from_source(
72 display, shaders::VERTEX,
73 "#version 140
74 out vec4 colour;
75 in vec3 v_normal;
76 uniform vec3 light;
77 uniform mat4 camera;
78 uniform vec3 ambient;
79 uniform vec3 albedo;
80 uniform float shine;
81 void main() {
82 vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
83 vec3 half_dir = normalize(camera_dir + light);
84 float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
85 float light_level = max(dot(light, v_normal), 0.0);
86 colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
87 }", None
88 ).unwrap();
89 let fxaa = shaders::fxaa_shader(display).unwrap();
90 let normal = Program::from_source(
91 display, shaders::SCREEN_VERTEX,
92 "#version 140
93 in vec2 uv;
94 uniform sampler2D tex;
95 out vec4 colour;
96 void main() {
97 colour = texture(tex, uv);
98 }", None
99 ).unwrap();
100 graphics_setup.replace(Some(Graphics {
101 screen_indices, screen_vertices, screen_uvs,
102 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
103 program, normal, fxaa
104 }));
105 }).with_update(|input, display, _, _, _| {
106 let graphics = graphics.borrow();
107 let Graphics {
108 screen_indices, screen_vertices, screen_uvs,
109 teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
110 program, normal, fxaa
111 } = graphics.as_ref().unwrap();
112 let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
113 let screen_mesh = (screen_vertices, screen_uvs);
114
115 let delta_time = frame_start.elapsed().as_secs_f32();
116 frame_start = Instant::now();
117
118 // using a small resolution to better show the effect of fxaa.
119 let size = (380, 216);
120 display.resize(size);
121 depth.resize_to_display(&display);
122 colour.resize_to_display(&display);
123
124 // press f to toggle FXAA
125 if input.pressed(FXAA) { fxaa_on = !fxaa_on }
126
127 let colour = colour.texture();
128 let depth = depth.texture();
129 let mut frame = SimpleFrameBuffer::with_depth_buffer(
130 display, colour, depth
131 ).unwrap();
132
133 let view = Mat4::view_matrix_3d(size, 1.0, 1024.0, 0.1);
134
135 // set camera rotation
136 let look_move = input.dir(LookLeft, LookRight, LookUp, LookDown);
137 rot += look_move.scale(delta_time * 20.0);
138 rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
139 let rx = Quat::from_y_rot(rot.x);
140 let ry = Quat::from_x_rot(rot.y);
141 let rot = rx * ry;
142
143 // move player based on view
144 let dir = input.dir_max_len_1(Right, Left, Forward, Back);
145 let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
146 pos += move_dir.transform(&Mat3::from_rot(rx));
147
148 frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
149 // draw teapot
150 frame.draw(
151 teapot_mesh, teapot_indices,
152 program, &uniform! {
153 view: view,
154 model: Mat4::from_scale(Vec3::splat(0.1)),
155 camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
156 light: vec3(0.1, 0.25, -1.0).normalise(),
157 albedo: vec3(0.5, 0.1, 0.4),
158 ambient: vec3(0.0, 0.05, 0.1),
159 shine: 50.0f32,
160 },
161 &draw_parameters,
162 ).unwrap();
163
164 let mut frame = display.draw();
165 frame.draw(
166 screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
167 &shaders::fxaa_uniforms(colour), &DrawParameters::default()
168 ).unwrap();
169 frame.finish().unwrap();
170 }).build(event_loop).unwrap();
171}
Sourcepub fn from_z_rot(angle: f32) -> Quat
pub fn from_z_rot(angle: f32) -> Quat
rotation around the z axis in radians
Sourcepub fn from_axis_rot(angle: f32, axis: Vec3) -> Quat
pub fn from_axis_rot(angle: f32, axis: Vec3) -> Quat
rotation around the inputed axis in radians
Trait Implementations§
Source§impl AddAssign for Quat
impl AddAssign for Quat
Source§fn add_assign(&mut self, rhs: Quat)
fn add_assign(&mut self, rhs: Quat)
Performs the
+=
operation. Read moreSource§impl SubAssign for Quat
impl SubAssign for Quat
Source§fn sub_assign(&mut self, rhs: Quat)
fn sub_assign(&mut self, rhs: Quat)
Performs the
-=
operation. Read moreimpl Copy for Quat
impl StructuralPartialEq for Quat
Auto Trait Implementations§
impl Freeze for Quat
impl RefUnwindSafe for Quat
impl Send for Quat
impl Sync for Quat
impl Unpin for Quat
impl UnwindSafe for Quat
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Content for Twhere
T: Copy,
impl<T> Content for Twhere
T: Copy,
Source§unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
Prepares an output buffer, then turns this buffer into an
Owned
.
User-provided closure F
must only write to and not read from &mut Self
.Source§fn get_elements_size() -> usize
fn get_elements_size() -> usize
Returns the size of each element.
Source§fn to_void_ptr(&self) -> *const ()
fn to_void_ptr(&self) -> *const ()
Produces a pointer to the data.
Source§fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
Builds a pointer to this type from a raw pointer.
Source§fn is_size_suitable(size: usize) -> bool
fn is_size_suitable(size: usize) -> bool
Returns true if the size is suitable to store a type like this.
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.