Quat

Struct Quat 

Source
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§

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impl Quat

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pub const IDENTITY: Quat

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pub fn from_x_rot(angle: f32) -> Quat

rotation around the x axis in radians

Examples found in repository?
examples/simple-fxaa.rs (line 163)
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        ).unwrap();
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        ).unwrap();
70
71        let program = Program::from_source(
72            display,
73            "#version 140
74            in vec3 position;
75            in vec3 normal;
76            
77            out vec3 v_normal;
78
79            uniform mat4 model;
80            uniform mat4 perspective;
81            uniform mat4 camera;
82
83            void main() {
84                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85                v_normal = normalize(norm_mat * normal);
86                gl_Position = perspective * camera * model * vec4(position, 1);
87            }",
88            "#version 140
89            out vec4 colour;
90            in vec3 v_normal;
91            uniform vec3 light;
92            uniform mat4 camera;
93            uniform vec3 ambient;
94            uniform vec3 albedo;
95            uniform float shine;
96            void main() {
97                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98                vec3 half_dir = normalize(camera_dir + light);
99                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100                float light_level = max(dot(light, v_normal), 0.0);
101                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102            }", None
103        ).unwrap();
104        let fxaa = shaders::fxaa_shader(display).unwrap();
105        let normal = Program::from_source(
106            display,
107            "#version 140
108            in vec2 texture_coords;
109            out vec2 uv;
110            in vec3 position;
111            void main() {
112                uv = texture_coords;
113                gl_Position = vec4(position, 1);
114            }", 
115            "#version 140
116            in vec2 uv;
117            uniform sampler2D tex;
118            out vec4 colour;
119            void main() {
120                colour = texture(tex, uv);
121            }", None
122        ).unwrap();
123        graphics_setup.replace(Some(Graphics {
124            screen_indices, screen_vertices, screen_uvs,
125            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126            program, normal, fxaa
127        }));
128    }).with_update(|input, display, _, _, _| {
129        let graphics = graphics.borrow();
130        let Graphics {
131            screen_indices, screen_vertices, screen_uvs,
132            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133            program, normal, fxaa
134        } = graphics.as_ref().unwrap();
135        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136        let screen_mesh = (screen_vertices, screen_uvs);
137
138        let delta_time = frame_start.elapsed().as_secs_f32();
139        frame_start = Instant::now();
140
141        // using a small resolution to better show the effect of fxaa.
142        let size = (380, 216);
143        display.resize(size);
144        depth.resize_to_display(&display);
145        colour.resize_to_display(&display);
146
147        // press f or gamepad north to toggle FXAA
148        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150        let colour = colour.texture();
151        let depth = depth.texture();
152        let mut frame = SimpleFrameBuffer::with_depth_buffer(
153            display, colour, depth
154        ).unwrap();
155
156        let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158        // set camera rotation
159        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160        rot += look_move.scale(delta_time * 15.0);
161        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162        let rx = Quat::from_y_rot(rot.x);
163        let ry = Quat::from_x_rot(-rot.y);
164        let rot = rx * ry;
165
166        // move player based on camera
167        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169        pos += Mat3::from_rot(rx) * move_dir;
170
171        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172        // draw teapot
173        frame.draw(
174            teapot_mesh, teapot_indices,
175            program, &uniform! {
176                perspective: perspective,
177                model: Mat4::from_scale(Vec3::splat(0.1)),
178                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179                light:   vec3(0.1, 0.25, -1.0).normalise(),
180                albedo:  vec3(0.5, 0.1,   0.4),
181                ambient: vec3(0.0, 0.05,  0.1),
182                shine: 50.0f32,
183            },
184            &draw_parameters,
185        ).unwrap();
186
187        let mut frame = display.draw();
188        frame.draw(
189            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191        ).unwrap();
192        frame.finish().unwrap();
193    }).build(event_loop).unwrap();
194}
Source

pub fn from_y_rot(angle: f32) -> Quat

rotation around the y axis in radians

Examples found in repository?
examples/simple-fxaa.rs (line 162)
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        ).unwrap();
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        ).unwrap();
70
71        let program = Program::from_source(
72            display,
73            "#version 140
74            in vec3 position;
75            in vec3 normal;
76            
77            out vec3 v_normal;
78
79            uniform mat4 model;
80            uniform mat4 perspective;
81            uniform mat4 camera;
82
83            void main() {
84                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85                v_normal = normalize(norm_mat * normal);
86                gl_Position = perspective * camera * model * vec4(position, 1);
87            }",
88            "#version 140
89            out vec4 colour;
90            in vec3 v_normal;
91            uniform vec3 light;
92            uniform mat4 camera;
93            uniform vec3 ambient;
94            uniform vec3 albedo;
95            uniform float shine;
96            void main() {
97                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98                vec3 half_dir = normalize(camera_dir + light);
99                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100                float light_level = max(dot(light, v_normal), 0.0);
101                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102            }", None
103        ).unwrap();
104        let fxaa = shaders::fxaa_shader(display).unwrap();
105        let normal = Program::from_source(
106            display,
107            "#version 140
108            in vec2 texture_coords;
109            out vec2 uv;
110            in vec3 position;
111            void main() {
112                uv = texture_coords;
113                gl_Position = vec4(position, 1);
114            }", 
115            "#version 140
116            in vec2 uv;
117            uniform sampler2D tex;
118            out vec4 colour;
119            void main() {
120                colour = texture(tex, uv);
121            }", None
122        ).unwrap();
123        graphics_setup.replace(Some(Graphics {
124            screen_indices, screen_vertices, screen_uvs,
125            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126            program, normal, fxaa
127        }));
128    }).with_update(|input, display, _, _, _| {
129        let graphics = graphics.borrow();
130        let Graphics {
131            screen_indices, screen_vertices, screen_uvs,
132            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133            program, normal, fxaa
134        } = graphics.as_ref().unwrap();
135        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136        let screen_mesh = (screen_vertices, screen_uvs);
137
138        let delta_time = frame_start.elapsed().as_secs_f32();
139        frame_start = Instant::now();
140
141        // using a small resolution to better show the effect of fxaa.
142        let size = (380, 216);
143        display.resize(size);
144        depth.resize_to_display(&display);
145        colour.resize_to_display(&display);
146
147        // press f or gamepad north to toggle FXAA
148        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150        let colour = colour.texture();
151        let depth = depth.texture();
152        let mut frame = SimpleFrameBuffer::with_depth_buffer(
153            display, colour, depth
154        ).unwrap();
155
156        let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158        // set camera rotation
159        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160        rot += look_move.scale(delta_time * 15.0);
161        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162        let rx = Quat::from_y_rot(rot.x);
163        let ry = Quat::from_x_rot(-rot.y);
164        let rot = rx * ry;
165
166        // move player based on camera
167        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169        pos += Mat3::from_rot(rx) * move_dir;
170
171        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172        // draw teapot
173        frame.draw(
174            teapot_mesh, teapot_indices,
175            program, &uniform! {
176                perspective: perspective,
177                model: Mat4::from_scale(Vec3::splat(0.1)),
178                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179                light:   vec3(0.1, 0.25, -1.0).normalise(),
180                albedo:  vec3(0.5, 0.1,   0.4),
181                ambient: vec3(0.0, 0.05,  0.1),
182                shine: 50.0f32,
183            },
184            &draw_parameters,
185        ).unwrap();
186
187        let mut frame = display.draw();
188        frame.draw(
189            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191        ).unwrap();
192        frame.finish().unwrap();
193    }).build(event_loop).unwrap();
194}
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pub fn from_z_rot(angle: f32) -> Quat

rotation around the z axis in radians

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pub fn from_axis_rot(angle: f32, axis: Vec3) -> Quat

rotation around the inputed axis in radians

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pub fn inverse(self) -> Quat

get innverse of a quaternion. panics if all quaternions values are 0

Trait Implementations§

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impl Add for Quat

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type Output = Quat

The resulting type after applying the + operator.
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fn add(self, rhs: Quat) -> <Quat as Add>::Output

Performs the + operation. Read more
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impl AddAssign for Quat

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fn add_assign(&mut self, rhs: Quat)

Performs the += operation. Read more
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impl Clone for Quat

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fn clone(&self) -> Quat

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Quat

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

Formats the value using the given formatter. Read more
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impl Div<f32> for Quat

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type Output = Quat

The resulting type after applying the / operator.
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fn div(self, rhs: f32) -> <Quat as Div<f32>>::Output

Performs the / operation. Read more
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impl Div for Quat

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type Output = Quat

The resulting type after applying the / operator.
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fn div(self, rhs: Quat) -> <Quat as Div>::Output

Performs the / operation. Read more
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impl DivAssign<f32> for Quat

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fn div_assign(&mut self, rhs: f32)

Performs the /= operation. Read more
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impl DivAssign for Quat

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fn div_assign(&mut self, rhs: Quat)

Performs the /= operation. Read more
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impl From<DQuat> for Quat

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fn from(value: DQuat) -> Quat

Converts to this type from the input type.
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impl From<Quat> for DQuat

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fn from(value: Quat) -> DQuat

Converts to this type from the input type.
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impl From<Quat> for Mat3

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fn from(value: Quat) -> Mat3

Converts to this type from the input type.
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impl From<Quat> for Mat4

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fn from(value: Quat) -> Mat4

Converts to this type from the input type.
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impl From<Vec4> for Quat

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fn from(value: Vec4) -> Quat

Converts to this type from the input type.
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impl Mul<f32> for Quat

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type Output = Quat

The resulting type after applying the * operator.
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fn mul(self, rhs: f32) -> <Quat as Mul<f32>>::Output

Performs the * operation. Read more
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impl Mul for Quat

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type Output = Quat

The resulting type after applying the * operator.
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fn mul(self, rhs: Quat) -> <Quat as Mul>::Output

Performs the * operation. Read more
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impl MulAssign<f32> for Quat

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fn mul_assign(&mut self, rhs: f32)

Performs the *= operation. Read more
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impl MulAssign for Quat

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fn mul_assign(&mut self, rhs: Quat)

Performs the *= operation. Read more
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impl Neg for Quat

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type Output = Quat

The resulting type after applying the - operator.
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fn neg(self) -> <Quat as Neg>::Output

Performs the unary - operation. Read more
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impl PartialEq for Quat

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Rem<f32> for Quat

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type Output = Quat

The resulting type after applying the % operator.
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fn rem(self, rhs: f32) -> <Quat as Rem<f32>>::Output

Performs the % operation. Read more
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impl RemAssign<f32> for Quat

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fn rem_assign(&mut self, rhs: f32)

Performs the %= operation. Read more
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impl Sub for Quat

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type Output = Quat

The resulting type after applying the - operator.
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fn sub(self, rhs: Quat) -> <Quat as Sub>::Output

Performs the - operation. Read more
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impl SubAssign for Quat

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fn sub_assign(&mut self, rhs: Quat)

Performs the -= operation. Read more
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impl Copy for Quat

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impl StructuralPartialEq for Quat

Auto Trait Implementations§

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impl Freeze for Quat

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impl RefUnwindSafe for Quat

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impl Send for Quat

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impl Sync for Quat

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impl Unpin for Quat

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impl UnwindSafe for Quat

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Content for T
where T: Copy,

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type Owned = T

A type that holds a sized version of the content.
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unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
where F: FnOnce(&mut T) -> Result<(), 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.
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fn get_elements_size() -> usize

Returns the size of each element.
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fn to_void_ptr(&self) -> *const ()

Produces a pointer to the data.
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fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>

Builds a pointer to this type from a raw pointer.
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fn is_size_suitable(size: usize) -> bool

Returns true if the size is suitable to store a type like this.
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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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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.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more