Struct turbine_reactive::Reactor
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pub struct Reactor<T> { pub bools: Vec<Bool<T>>, pub points1: Vec<Point1<T>>, pub points2: Vec<Point2<T>>, pub points3: Vec<Point3<T>>, pub points4: Vec<Point4<T>>, pub splines1: Vec<Spline1<T>>, pub splines2: Vec<Spline2<T>>, pub splines3: Vec<Spline3<T>>, pub splines4: Vec<Spline4<T>>, pub surfaces1: Vec<Surface1<T>>, pub surfaces2: Vec<Surface2<T>>, pub surfaces3: Vec<Surface3<T>>, pub surfaces4: Vec<Surface4<T>>, pub colors: Vec<Color<T>>, pub color_splines: Vec<ColorSpline>, pub bones1: Vec<Bone1<T>>, pub bones2: Vec<Bone2<T>>, pub bones3: Vec<Bone3<T>>, pub bones4: Vec<Bone4<T>>, pub time: Option<Point1<T>>, pub dt: Option<Point1<T>>, }
Stores data for an reactive document.
Fields
bools: Vec<Bool<T>>
Stores bools.
points1: Vec<Point1<T>>
Stores scalars.
points2: Vec<Point2<T>>
Stores 2D points.
points3: Vec<Point3<T>>
Stores 3D points.
points4: Vec<Point4<T>>
Stores 4D points.
splines1: Vec<Spline1<T>>
Stores splines for scalars.
splines2: Vec<Spline2<T>>
Stores splines for 2D points.
splines3: Vec<Spline3<T>>
Stores splines for 3D points.
splines4: Vec<Spline4<T>>
Stores splines for 4D points.
surfaces1: Vec<Surface1<T>>
Stores surface for 1D.
surfaces2: Vec<Surface2<T>>
Stores surfaces for 2D.
surfaces3: Vec<Surface3<T>>
Stores surfaces for 3D.
surfaces4: Vec<Surface4<T>>
Stores surface for 4D.
colors: Vec<Color<T>>
Stores colors.
color_splines: Vec<ColorSpline>
Stores color splines.
bones1: Vec<Bone1<T>>
Stores bones between scalars.
bones2: Vec<Bone2<T>>
Stores bones between 2D points.
bones3: Vec<Bone3<T>>
Stores bones between 3D points.
bones4: Vec<Bone4<T>>
Stores bones between 4D points.
time: Option<Point1<T>>
Refers to time for reuse. This is also used to detect whether document is animated.
dt: Option<Point1<T>>
Refers to delta time. This is also used to detect whether document is moving.
Methods
impl<T> Reactor<T>
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fn eval_bool(&self, id: Bool, env: &mut Environment<T>) -> bool where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate bool.
fn eval1(&self, id: Point1<T>, env: &mut Environment<T>) -> T where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate scalar.
fn eval2(&self, id: Point2<T>, env: &mut Environment<T>) -> [T; 2] where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate 2D point.
fn eval3(&self, id: Point3<T>, env: &mut Environment<T>) -> [T; 3] where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate 3D point.
fn eval4(&self, id: Point4<T>, env: &mut Environment<T>) -> [T; 4] where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate 4D point.
fn eval_spline1(&self, id: SplineRef1<T>, arg: T, env: &mut Environment<T>) -> T where
T: Float,
f64: Cast<T>,
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T: Float,
f64: Cast<T>,
Evaluate 1D spline with an argument.
fn eval_spline2(
&self,
id: SplineRef2<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 2] where
T: Float,
f64: Cast<T>,
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&self,
id: SplineRef2<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 2] where
T: Float,
f64: Cast<T>,
Evaluate 2D spline with an argument.
fn eval_spline3(
&self,
id: SplineRef3<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 3] where
T: Float,
f64: Cast<T>,
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&self,
id: SplineRef3<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 3] where
T: Float,
f64: Cast<T>,
Evaluate 3D spline with an argument.
fn eval_spline4(
&self,
id: SplineRef4<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 4] where
T: Float,
f64: Cast<T>,
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&self,
id: SplineRef4<T>,
arg: T,
env: &mut Environment<T>
) -> [T; 4] where
T: Float,
f64: Cast<T>,
Evaluate 4D spline with an argument.
fn eval_surface1(
&self,
id: SurfaceRef1<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> T where
T: Float,
f64: Cast<T>,
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&self,
id: SurfaceRef1<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> T where
T: Float,
f64: Cast<T>,
Evaluate 1D surface with an argument.
fn eval_surface2(
&self,
id: SurfaceRef2<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 2] where
T: Float,
f64: Cast<T>,
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&self,
id: SurfaceRef2<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 2] where
T: Float,
f64: Cast<T>,
Evaluate 2D surface with an argument.
fn eval_surface3(
&self,
id: SurfaceRef3<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 3] where
T: Float,
f64: Cast<T>,
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&self,
id: SurfaceRef3<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 3] where
T: Float,
f64: Cast<T>,
Evaluate 3D surface with an argument.
fn eval_surface4(
&self,
id: SurfaceRef4<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 4] where
T: Float,
f64: Cast<T>,
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&self,
id: SurfaceRef4<T>,
arg: [T; 2],
env: &mut Environment<T>
) -> [T; 4] where
T: Float,
f64: Cast<T>,
Evaluate 4D surface with an argument.
fn eval_color(
&self,
id: Color,
space: ColorSpace,
env: &mut Environment<T>
) -> Color where
T: Float + Cast<f32>,
f64: Cast<T>,
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&self,
id: Color,
space: ColorSpace,
env: &mut Environment<T>
) -> Color where
T: Float + Cast<f32>,
f64: Cast<T>,
Evaluates color.
fn eval_color_spline(
&self,
id: ColorSpline,
arg: T,
space: ColorSpace,
env: &mut Environment<T>
) -> Color where
T: Float + Cast<f32>,
f64: Cast<T>,
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&self,
id: ColorSpline,
arg: T,
space: ColorSpace,
env: &mut Environment<T>
) -> Color where
T: Float + Cast<f32>,
f64: Cast<T>,
Evaluates color spline.
impl<T> Reactor<T>
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fn add_bool(&mut self, val: bool) -> Bool
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Adds new bool.
fn add_not(&mut self, id: Bool) -> Bool
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Adds new logical NOT.
fn add_and(&mut self, a: Bool, b: Bool) -> Bool
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Adds new logical AND.
fn add_or(&mut self, a: Bool, b: Bool) -> Bool
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Adds new logical OR.
fn add_xor(&mut self, a: Bool, b: Bool) -> Bool
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Adds new logical XOR.
fn add_eq_bool(&mut self, a: Bool, b: Bool) -> Bool
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Adds new logical EQ.
fn add_eq1(&mut self, a: Point1<T>, b: Point1<T>) -> Bool
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Adds new check number equality check.
fn add_eq2(&mut self, a: Point2<T>, b: Point2<T>) -> Bool
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Adds new 2D vector equality check.
fn add_eq3(&mut self, a: Point3<T>, b: Point3<T>) -> Bool
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Adds new 3D vector equality check.
fn add_eq4(&mut self, a: Point4<T>, b: Point4<T>) -> Bool
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Adds new 4D vector equality check.
fn add_lt(&mut self, a: Point1<T>, b: Point1<T>) -> Bool
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Adds new less comparison.
fn add_gt(&mut self, a: Point1<T>, b: Point1<T>) -> Bool
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Adds new more comparison.
Uses less
by swapping arguments.
fn add_ge(&mut self, a: Point1<T>, b: Point1<T>) -> Bool
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Adds new greater or equal comparison.
fn add_le(&mut self, a: Point1<T>, b: Point1<T>) -> Bool
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Adds new less or equal comparison.
Uses greater or equal
by swapping arguments.
fn add1(&mut self, scalar: T) -> Point1<T>
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Adds new scalar.
fn add2(&mut self, pos: [T; 2]) -> Point2<T>
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Adds new 2D point.
fn add3(&mut self, pos: [T; 3]) -> Point3<T>
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Adds new 3D point.
fn add4(&mut self, pos: [T; 4]) -> Point4<T>
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Adds new 4D point.
fn add_line_point1(&mut self, f: SplineRef1<T>, t: Point1<T>) -> Point1<T>
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Adds new 1D point from a line.
fn add_line_point2(&mut self, f: SplineRef2<T>, t: Point1<T>) -> Point2<T>
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Adds new 2D point from a line.
fn add_line_point3(&mut self, f: SplineRef3<T>, t: Point1<T>) -> Point3<T>
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Adds new 3D point from a line.
fn add_line_point4(&mut self, f: SplineRef4<T>, t: Point1<T>) -> Point4<T>
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Adds new 4D point from a line.
fn add_surface_point1(&mut self, f: SurfaceRef1<T>, t: Point2<T>) -> Point1<T>
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Adds new 1D point from a surface.
fn add_surface_point2(&mut self, f: SurfaceRef2<T>, t: Point2<T>) -> Point2<T>
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Adds new 2D point from a surface.
fn add_surface_point3(&mut self, f: SurfaceRef3<T>, t: Point2<T>) -> Point3<T>
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Adds new 3D point from a surface.
fn add_surface_point4(&mut self, f: SurfaceRef4<T>, t: Point2<T>) -> Point4<T>
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Adds new 4D point from a surface.
fn add_sum1(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds sum of two numbers.
fn add_sum2(&mut self, a: Point2<T>, b: Point2<T>) -> Point2<T>
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Adds sum of two 2D vectors.
fn add_sum3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Adds sum of two 3D vectors.
fn add_sum4(&mut self, a: Point4<T>, b: Point4<T>) -> Point4<T>
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Adds sum of two 4D vectors.
fn add_diff1(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds difference between two numbers.
fn add_diff2(&mut self, a: Point2<T>, b: Point2<T>) -> Point2<T>
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Adds difference between two 2D vectors.
fn add_diff3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Adds difference between two 3D vectors.
fn add_diff4(&mut self, a: Point4<T>, b: Point4<T>) -> Point4<T>
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Adds difference between two 4D vectors.
fn add_prod1(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds product of two numbers.
fn add_div(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds division of two numbers.
fn add_prod2(&mut self, a: Point2<T>, b: Point2<T>) -> Point2<T>
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Adds product component wise of two 2D vectors.
fn add_prod3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Adds product component wise of two 3D vectors.
fn add_prod4(&mut self, a: Point4<T>, b: Point4<T>) -> Point4<T>
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Adds product component wise of two 4D vectors.
fn add_dot2(&mut self, a: Point2<T>, b: Point2<T>) -> Point1<T>
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Dot product of two 2D vectors.
fn add_dot3(&mut self, a: Point3<T>, b: Point3<T>) -> Point1<T>
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Dot product of two 3D vectors.
fn add_dot4(&mut self, a: Point4<T>, b: Point4<T>) -> Point1<T>
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Dot product of two 4D vectors.
fn add_cross2(&mut self, a: Point2<T>, b: Point2<T>) -> Point1<T>
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Cross product of two 2D vectors.
fn add_cross3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Cross product of two 3D vectors.
fn add_abs(&mut self, a: Point1<T>) -> Point1<T>
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Adds abolute value of number.
fn add_len2(&mut self, a: Point2<T>) -> Point2<T>
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Adds length of 2D vector.
fn add_len3(&mut self, a: Point3<T>) -> Point3<T>
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Adds length of 3D vector.
fn add_len4(&mut self, a: Point4<T>) -> Point4<T>
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Adds length of 4D vector.
fn add_neg(&mut self, a: Point1<T>) -> Point1<T>
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Adds negative of number.
fn add_sign(&mut self, a: Point1<T>) -> Point1<T>
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Adds sign of number.
fn add_sin(&mut self, a: Point1<T>) -> Point1<T>
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Adds sine of angle.
fn add_cos(&mut self, a: Point1<T>) -> Point1<T>
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Adds cosine of angle.
fn add_tan(&mut self, a: Point1<T>) -> Point1<T>
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Adds tangent of angle.
fn add_asin(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse sine of angle.
fn add_acos(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse cosine of angle.
fn add_atan(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse tangent of angle.
fn add_atan2(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds inverse tangent of y, x
.
fn add_sinh(&mut self, a: Point1<T>) -> Point1<T>
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Adds hyperbolic sine of angle.
fn add_cosh(&mut self, a: Point1<T>) -> Point1<T>
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Adds hyperbolic cosine of angle.
fn add_tanh(&mut self, a: Point1<T>) -> Point1<T>
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Adds hyperbolic tangent of angle.
fn add_asinh(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse hyperbolic sine of angle.
fn add_acosh(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse hyperbolic cosine of angle.
fn add_atanh(&mut self, a: Point1<T>) -> Point1<T>
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Adds inverse hyperbolic tangent of angle.
fn add_max1(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds maximum of two numbers.
fn add_max2(&mut self, a: Point2<T>, b: Point2<T>) -> Point2<T>
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Adds maximum of two 2D vectors.
fn add_max3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Adds maximum of two 3D vectors.
fn add_max4(&mut self, a: Point4<T>, b: Point4<T>) -> Point4<T>
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Adds maximum of two 4D vectors.
fn add_min1(&mut self, a: Point1<T>, b: Point1<T>) -> Point1<T>
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Adds minimum of two numbers.
fn add_min2(&mut self, a: Point2<T>, b: Point2<T>) -> Point2<T>
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Adds minimum of two 2D vectors.
fn add_min3(&mut self, a: Point3<T>, b: Point3<T>) -> Point3<T>
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Adds minimum of two 3D vectors.
fn add_min4(&mut self, a: Point4<T>, b: Point4<T>) -> Point4<T>
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Adds minimum of two 4D vectors.
fn add_sqrt(&mut self, a: Point1<T>) -> Point1<T>
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Adds square root of number.
fn add_deg_to_rad(&mut self, a: Point1<T>) -> Point1<T>
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Adds conversion from degrees to radians.
fn add_rad_to_deg(&mut self, a: Point1<T>) -> Point1<T>
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Adds conversion from radians to degrees.
fn add_time(&mut self) -> Point1<T> where
T: Copy,
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T: Copy,
Adds time.
fn add_dt(&mut self) -> Point1<T> where
T: Copy,
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T: Copy,
Adds delta time.
fn add_line1(&mut self, a: Point1<T>, b: Point1<T>) -> SplineRef1<T>
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Adds new 1D line.
fn add_line2(&mut self, a: Point2<T>, b: Point2<T>) -> SplineRef2<T>
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Adds new 2D line.
fn add_line3(&mut self, a: Point3<T>, b: Point3<T>) -> SplineRef3<T>
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Adds new 3D line.
fn add_line4(&mut self, a: Point4<T>, b: Point4<T>) -> SplineRef4<T>
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Adds new 4D line.
fn add_qbez1(
&mut self,
a: Point1<T>,
b: Point1<T>,
c: Point1<T>
) -> SplineRef1<T>
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&mut self,
a: Point1<T>,
b: Point1<T>,
c: Point1<T>
) -> SplineRef1<T>
Adds new 1D quadratic bezier spline.
fn add_qbez2(
&mut self,
a: Point2<T>,
b: Point2<T>,
c: Point2<T>
) -> SplineRef2<T>
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&mut self,
a: Point2<T>,
b: Point2<T>,
c: Point2<T>
) -> SplineRef2<T>
Adds new 2D quadratic bezier spline.
fn add_qbez3(
&mut self,
a: Point3<T>,
b: Point3<T>,
c: Point3<T>
) -> SplineRef3<T>
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&mut self,
a: Point3<T>,
b: Point3<T>,
c: Point3<T>
) -> SplineRef3<T>
Adds new 3D quadratic bezier spline.
fn add_qbez4(
&mut self,
a: Point4<T>,
b: Point4<T>,
c: Point4<T>
) -> SplineRef4<T>
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&mut self,
a: Point4<T>,
b: Point4<T>,
c: Point4<T>
) -> SplineRef4<T>
Adds new 4D quadratic bezier spline.
fn add_cbez1(
&mut self,
a: Point1<T>,
b: Point1<T>,
c: Point1<T>,
d: Point1<T>
) -> SplineRef1<T>
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&mut self,
a: Point1<T>,
b: Point1<T>,
c: Point1<T>,
d: Point1<T>
) -> SplineRef1<T>
Adds new 1D cubic bezier spline.
fn add_cbez2(
&mut self,
a: Point2<T>,
b: Point2<T>,
c: Point2<T>,
d: Point2<T>
) -> SplineRef2<T>
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&mut self,
a: Point2<T>,
b: Point2<T>,
c: Point2<T>,
d: Point2<T>
) -> SplineRef2<T>
Adds new 2D cubic bezier spline.
fn add_cbez3(
&mut self,
a: Point3<T>,
b: Point3<T>,
c: Point3<T>,
d: Point3<T>
) -> SplineRef3<T>
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&mut self,
a: Point3<T>,
b: Point3<T>,
c: Point3<T>,
d: Point3<T>
) -> SplineRef3<T>
Adds new 3D cubic bezier spline.
fn add_cbez4(
&mut self,
a: Point4<T>,
b: Point4<T>,
c: Point4<T>,
d: Point4<T>
) -> SplineRef4<T>
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&mut self,
a: Point4<T>,
b: Point4<T>,
c: Point4<T>,
d: Point4<T>
) -> SplineRef4<T>
Adds new 4D cubic bezier spline.
fn add_line_segment1(
&mut self,
f: SplineRef1<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef1<T>
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&mut self,
f: SplineRef1<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef1<T>
Adds new 1D segment from line.
fn add_line_segment2(
&mut self,
f: SplineRef2<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef2<T>
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&mut self,
f: SplineRef2<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef2<T>
Adds new 2D segment from line.
fn add_line_segment3(
&mut self,
f: SplineRef3<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef3<T>
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&mut self,
f: SplineRef3<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef3<T>
Adds new 3D segment from line.
fn add_line_segment4(
&mut self,
f: SplineRef4<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef4<T>
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&mut self,
f: SplineRef4<T>,
start: Point1<T>,
end: Point1<T>
) -> SplineRef4<T>
Adds new 4D segment from line.
fn add_line_on_surface1(
&mut self,
f: SurfaceRef1<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef1<T>
[src]
&mut self,
f: SurfaceRef1<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef1<T>
Adds new 1D line on surface.
fn add_line_on_surface2(
&mut self,
f: SurfaceRef2<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef2<T>
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&mut self,
f: SurfaceRef2<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef2<T>
Adds new 2D line on surface.
fn add_line_on_surface3(
&mut self,
f: SurfaceRef3<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef3<T>
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&mut self,
f: SurfaceRef3<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef3<T>
Adds new 3D line on surface.
fn add_line_on_surface4(
&mut self,
f: SurfaceRef4<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef4<T>
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&mut self,
f: SurfaceRef4<T>,
start: Point2<T>,
end: Point2<T>
) -> SplineRef4<T>
Adds new 4D line on surface.
fn add_contour1(&mut self, f: SurfaceRef1<T>) -> SplineRef1<T>
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Adds new 1D contour of surface.
fn add_contour2(&mut self, f: SurfaceRef2<T>) -> SplineRef2<T>
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Adds new 2D contour of surface.
fn add_contour3(&mut self, f: SurfaceRef3<T>) -> SplineRef3<T>
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Adds new 3D contour of surface.
fn add_contour4(&mut self, f: SurfaceRef4<T>) -> SplineRef4<T>
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Adds new 4D contour of surface.
fn add_rect1(&mut self, val: [Point1<T>; 4]) -> SurfaceRef1<T>
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Adds new 1D rectangle.
fn add_rect2(&mut self, val: [Point2<T>; 4]) -> SurfaceRef2<T>
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Adds new 2D rectangle.
fn add_rect3(&mut self, val: [Point3<T>; 4]) -> SurfaceRef3<T>
[src]
Adds new 3D rectangle.
fn add_rect4(&mut self, val: [Point4<T>; 4]) -> SurfaceRef4<T>
[src]
Adds new 4D rectangle.
fn add_lerp_surface1(
&mut self,
a: SplineRef1<T>,
b: SplineRef1<T>
) -> SurfaceRef1<T>
[src]
&mut self,
a: SplineRef1<T>,
b: SplineRef1<T>
) -> SurfaceRef1<T>
Adds new 1D surface lerp.
fn add_lerp_surface2(
&mut self,
a: SplineRef2<T>,
b: SplineRef2<T>
) -> SurfaceRef2<T>
[src]
&mut self,
a: SplineRef2<T>,
b: SplineRef2<T>
) -> SurfaceRef2<T>
Adds new 2D surface lerp.
fn add_lerp_surface3(
&mut self,
a: SplineRef3<T>,
b: SplineRef3<T>
) -> SurfaceRef3<T>
[src]
&mut self,
a: SplineRef3<T>,
b: SplineRef3<T>
) -> SurfaceRef3<T>
Adds new 3D surface lerp.
fn add_lerp_surface4(
&mut self,
a: SplineRef4<T>,
b: SplineRef4<T>
) -> SurfaceRef4<T>
[src]
&mut self,
a: SplineRef4<T>,
b: SplineRef4<T>
) -> SurfaceRef4<T>
Adds new 4D surface lerp.
fn add_cquad1(
&mut self,
smooth: Point1<T>,
ab: SplineRef1<T>,
cd: SplineRef1<T>,
ac: SplineRef1<T>,
bd: SplineRef1<T>
) -> SurfaceRef1<T>
[src]
&mut self,
smooth: Point1<T>,
ab: SplineRef1<T>,
cd: SplineRef1<T>,
ac: SplineRef1<T>,
bd: SplineRef1<T>
) -> SurfaceRef1<T>
Adds new 1D curved quad.
fn add_cquad2(
&mut self,
smooth: Point1<T>,
ab: SplineRef2<T>,
cd: SplineRef2<T>,
ac: SplineRef2<T>,
bd: SplineRef2<T>
) -> SurfaceRef2<T>
[src]
&mut self,
smooth: Point1<T>,
ab: SplineRef2<T>,
cd: SplineRef2<T>,
ac: SplineRef2<T>,
bd: SplineRef2<T>
) -> SurfaceRef2<T>
Adds new 2D curved quad.
fn add_cquad3(
&mut self,
smooth: Point1<T>,
ab: SplineRef3<T>,
cd: SplineRef3<T>,
ac: SplineRef3<T>,
bd: SplineRef3<T>
) -> SurfaceRef3<T>
[src]
&mut self,
smooth: Point1<T>,
ab: SplineRef3<T>,
cd: SplineRef3<T>,
ac: SplineRef3<T>,
bd: SplineRef3<T>
) -> SurfaceRef3<T>
Adds new 3D curved quad.
fn add_cquad4(
&mut self,
smooth: Point1<T>,
ab: SplineRef4<T>,
cd: SplineRef4<T>,
ac: SplineRef4<T>,
bd: SplineRef4<T>
) -> SurfaceRef4<T>
[src]
&mut self,
smooth: Point1<T>,
ab: SplineRef4<T>,
cd: SplineRef4<T>,
ac: SplineRef4<T>,
bd: SplineRef4<T>
) -> SurfaceRef4<T>
Adds new 4D curved quad.
fn add_circle1(
&mut self,
center: Point1<T>,
radius: Point1<T>
) -> SurfaceRef1<T>
[src]
&mut self,
center: Point1<T>,
radius: Point1<T>
) -> SurfaceRef1<T>
Adds new circle in 1D (sine wave).
fn add_circle2(
&mut self,
center: Point2<T>,
radius: Point1<T>
) -> SurfaceRef2<T>
[src]
&mut self,
center: Point2<T>,
radius: Point1<T>
) -> SurfaceRef2<T>
Adds new 2D circle.
fn add_circle3(
&mut self,
center: Point3<T>,
radius: Point1<T>
) -> SurfaceRef3<T>
[src]
&mut self,
center: Point3<T>,
radius: Point1<T>
) -> SurfaceRef3<T>
Adds new 3D circle.
fn add_circle4(
&mut self,
center: Point4<T>,
radius: Point1<T>
) -> SurfaceRef4<T>
[src]
&mut self,
center: Point4<T>,
radius: Point1<T>
) -> SurfaceRef4<T>
Adds new 4D circle.
fn add_color(&mut self, color: Color) -> Color
[src]
Adds new color. Converts from sRGB to linear color space for easier manipulation internally.
fn add_lerp_color(&mut self, a: Color, b: Color) -> ColorSpline
[src]
Adds new lerp color.
fn add_eq_bone1(
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
[src]
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
Adds new eq bone between scalars.
fn add_eq_bone2(
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
[src]
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
Adds new eq bone between 2D points.
fn add_eq_bone3(
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
[src]
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
Adds new eq bone between 3D points.
fn add_eq_bone4(
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
[src]
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
Adds new eq bone between 4D points.
fn add_less_bone1(
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
[src]
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
Adds new less bone between scalars.
fn add_less_bone2(
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
[src]
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
Adds new less bone between 2D vectors.
fn add_less_bone3(
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
[src]
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
Adds new less bone between 3D vectors.
fn add_less_bone4(
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
[src]
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
Adds new less bone between 4D vectors.
fn add_more_bone1(
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
[src]
&mut self,
a: Point1<T>,
b: Point1<T>,
dist: Point1<T>
) -> BoneRef1<T>
Adds new more bone between scalars.
fn add_more_bone2(
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
[src]
&mut self,
a: Point2<T>,
b: Point2<T>,
dist: Point1<T>
) -> BoneRef2<T>
Adds new more bone between 2D vectors.
fn add_more_bone3(
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
[src]
&mut self,
a: Point3<T>,
b: Point3<T>,
dist: Point1<T>
) -> BoneRef3<T>
Adds new more bone between 3D vectors.
fn add_more_bone4(
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
[src]
&mut self,
a: Point4<T>,
b: Point4<T>,
dist: Point1<T>
) -> BoneRef4<T>
Adds new more bone between 4D vectors.
impl<T> Reactor<T>
[src]
Trait Implementations
impl<T> Index<Bool> for Reactor<T>
[src]
type Output = Bool<T>
The returned type after indexing.
fn index(&self, id: Bool) -> &Bool<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<Point1<T>> for Reactor<T>
[src]
type Output = Point1<T>
The returned type after indexing.
fn index(&self, id: Point1<T>) -> &Point1<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<Point2<T>> for Reactor<T>
[src]
type Output = Point2<T>
The returned type after indexing.
fn index(&self, id: Point2<T>) -> &Point2<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<Point3<T>> for Reactor<T>
[src]
type Output = Point3<T>
The returned type after indexing.
fn index(&self, id: Point3<T>) -> &Point3<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<Point4<T>> for Reactor<T>
[src]
type Output = Point4<T>
The returned type after indexing.
fn index(&self, id: Point4<T>) -> &Point4<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SplineRef1<T>> for Reactor<T>
[src]
type Output = Spline1<T>
The returned type after indexing.
fn index(&self, id: SplineRef1<T>) -> &Spline1<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SplineRef2<T>> for Reactor<T>
[src]
type Output = Spline2<T>
The returned type after indexing.
fn index(&self, id: SplineRef2<T>) -> &Spline2<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SplineRef3<T>> for Reactor<T>
[src]
type Output = Spline3<T>
The returned type after indexing.
fn index(&self, id: SplineRef3<T>) -> &Spline3<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SplineRef4<T>> for Reactor<T>
[src]
type Output = Spline4<T>
The returned type after indexing.
fn index(&self, id: SplineRef4<T>) -> &Spline4<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SurfaceRef1<T>> for Reactor<T>
[src]
type Output = Surface1<T>
The returned type after indexing.
fn index(&self, id: SurfaceRef1<T>) -> &Surface1<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SurfaceRef2<T>> for Reactor<T>
[src]
type Output = Surface2<T>
The returned type after indexing.
fn index(&self, id: SurfaceRef2<T>) -> &Surface2<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SurfaceRef3<T>> for Reactor<T>
[src]
type Output = Surface3<T>
The returned type after indexing.
fn index(&self, id: SurfaceRef3<T>) -> &Surface3<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<SurfaceRef4<T>> for Reactor<T>
[src]
type Output = Surface4<T>
The returned type after indexing.
fn index(&self, id: SurfaceRef4<T>) -> &Surface4<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> IndexMut<Bool> for Reactor<T>
[src]
fn index_mut(&mut self, id: Bool) -> &mut Bool<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<Point1<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: Point1<T>) -> &mut Point1<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<Point2<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: Point2<T>) -> &mut Point2<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<Point3<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: Point3<T>) -> &mut Point3<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<Point4<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: Point4<T>) -> &mut Point4<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SplineRef1<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SplineRef1<T>) -> &mut Spline1<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SplineRef2<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SplineRef2<T>) -> &mut Spline2<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SplineRef3<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SplineRef3<T>) -> &mut Spline3<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SplineRef4<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SplineRef4<T>) -> &mut Spline4<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SurfaceRef1<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SurfaceRef1<T>) -> &mut Surface1<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SurfaceRef2<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SurfaceRef2<T>) -> &mut Surface2<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SurfaceRef3<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SurfaceRef3<T>) -> &mut Surface3<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<SurfaceRef4<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: SurfaceRef4<T>) -> &mut Surface4<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> Index<Color> for Reactor<T>
[src]
type Output = Color<T>
The returned type after indexing.
fn index(&self, id: Color) -> &Color<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> IndexMut<Color> for Reactor<T>
[src]
fn index_mut(&mut self, id: Color) -> &mut Color<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> Index<ColorSpline> for Reactor<T>
[src]
type Output = ColorSpline
The returned type after indexing.
fn index(&self, id: ColorSpline) -> &ColorSpline
[src]
Performs the indexing (container[index]
) operation.
impl<T> IndexMut<ColorSpline> for Reactor<T>
[src]
fn index_mut(&mut self, id: ColorSpline) -> &mut ColorSpline
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> Index<BoneRef1<T>> for Reactor<T>
[src]
type Output = Bone1<T>
The returned type after indexing.
fn index(&self, id: BoneRef1<T>) -> &Bone1<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<BoneRef2<T>> for Reactor<T>
[src]
type Output = Bone2<T>
The returned type after indexing.
fn index(&self, id: BoneRef2<T>) -> &Bone2<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<BoneRef3<T>> for Reactor<T>
[src]
type Output = Bone3<T>
The returned type after indexing.
fn index(&self, id: BoneRef3<T>) -> &Bone3<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> Index<BoneRef4<T>> for Reactor<T>
[src]
type Output = Bone4<T>
The returned type after indexing.
fn index(&self, id: BoneRef4<T>) -> &Bone4<T>
[src]
Performs the indexing (container[index]
) operation.
impl<T> IndexMut<BoneRef1<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: BoneRef1<T>) -> &mut Bone1<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<BoneRef2<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: BoneRef2<T>) -> &mut Bone2<T>
[src]
Performs the mutable indexing (container[index]
) operation.
impl<T> IndexMut<BoneRef3<T>> for Reactor<T>
[src]
fn index_mut(&mut self, id: BoneRef3<T>) -> &mut Bone3<T>
[src]
Performs the mutable indexing (container[index]
) operation.