Struct Vec2

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pub struct Vec2 {
    pub x: f32,
    pub y: f32,
}
Expand description

a vector made from a x and y coordinate.

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§x: f32§y: f32

Implementations§

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impl Vec2

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pub const ZERO: Vec2

a zero vector

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pub const ONE: Vec2

a vector full of ones

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pub const X: Vec2

the x axis

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pub const Y: Vec2

the y axis

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pub fn new(x: f32, y: f32) -> Vec2

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pub fn extend(self, z: f32) -> Vec3

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pub fn truncate(self) -> f32

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pub fn splat(value: f32) -> Vec2

create a vector where x and y equals value.

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pub fn length_squared(self) -> f32

the length of the vector before being square rooted.

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pub fn length(self) -> f32

length of the vector.

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pub fn distance_squared(self, other: Vec2) -> f32

distance between two vectors before being square rooted.

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pub fn distance(self, other: Vec2) -> f32

distance between two vectors.

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pub fn dot(self, other: Vec2) -> f32

get the dot product of 2 vectors. equal to the cosign of the angle between vectors.

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pub fn scale(self, scalar: f32) -> Vec2

multiplies each value by the scalar.

Examples found in repository?
examples/simple.rs (line 84)
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
Hide additional examples
examples/simple-fxaa.rs (line 137)
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}
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pub fn normalise(self) -> Vec2

makes the length of the vector equal to 1. on fail returns vec2 of zeros

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pub fn transform(self, matrix: &Mat2) -> Vec2

transforms vector by the matrix

Trait Implementations§

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impl Add for Vec2

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type Output = Vec2

The resulting type after applying the + operator.
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fn add(self, rhs: Vec2) -> <Vec2 as Add>::Output

Performs the + operation. Read more
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impl AddAssign for Vec2

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fn add_assign(&mut self, rhs: Vec2)

Performs the += operation. Read more
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impl AsUniformValue for Vec2

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fn as_uniform_value(&self) -> UniformValue<'_>

Builds a UniformValue.
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impl Clone for Vec2

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fn clone(&self) -> Vec2

Returns a copy 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 Vec2

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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 for Vec2

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type Output = Vec2

The resulting type after applying the / operator.
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fn div(self, rhs: Vec2) -> <Vec2 as Div>::Output

Performs the / operation. Read more
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impl DivAssign for Vec2

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fn div_assign(&mut self, rhs: Vec2)

Performs the /= operation. Read more
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impl From<[f32; 2]> for Vec2

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fn from(value: [f32; 2]) -> Vec2

Converts to this type from the input type.
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impl From<(f32, f32)> for Vec2

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fn from(value: (f32, f32)) -> Vec2

Converts to this type from the input type.
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impl From<Vec2> for TextureCoords

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fn from(value: Vec2) -> TextureCoords

Converts to this type from the input type.
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impl Mul for Vec2

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type Output = Vec2

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec2) -> <Vec2 as Mul>::Output

Performs the * operation. Read more
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impl MulAssign for Vec2

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fn mul_assign(&mut self, rhs: Vec2)

Performs the *= operation. Read more
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impl Neg for Vec2

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type Output = Vec2

The resulting type after applying the - operator.
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fn neg(self) -> <Vec2 as Neg>::Output

Performs the unary - operation. Read more
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impl PartialEq for Vec2

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fn eq(&self, other: &Vec2) -> 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 PartialOrd for Vec2

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fn partial_cmp(&self, other: &Vec2) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
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fn lt(&self, other: &Rhs) -> bool

Tests less than (for self and other) and is used by the < operator. Read more
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fn le(&self, other: &Rhs) -> bool

Tests less than or equal to (for self and other) and is used by the <= operator. Read more
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fn gt(&self, other: &Rhs) -> bool

Tests greater than (for self and other) and is used by the > operator. Read more
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fn ge(&self, other: &Rhs) -> bool

Tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl Rem for Vec2

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type Output = Vec2

The resulting type after applying the % operator.
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fn rem(self, rhs: Vec2) -> <Vec2 as Rem>::Output

Performs the % operation. Read more
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impl RemAssign for Vec2

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fn rem_assign(&mut self, rhs: Vec2)

Performs the %= operation. Read more
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impl Sub for Vec2

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type Output = Vec2

The resulting type after applying the - operator.
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fn sub(self, rhs: Vec2) -> <Vec2 as Sub>::Output

Performs the - operation. Read more
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impl SubAssign for Vec2

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fn sub_assign(&mut self, rhs: Vec2)

Performs the -= operation. Read more
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impl Copy for Vec2

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impl StructuralPartialEq for Vec2

Auto Trait Implementations§

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impl Freeze for Vec2

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impl RefUnwindSafe for Vec2

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impl Send for Vec2

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impl Sync for Vec2

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impl Unpin for Vec2

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impl UnwindSafe for Vec2

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