Struct bevy::animation::AnimationTargetId

pub struct AnimationTargetId(pub Uuid);
Expand description

A unique UUID for an animation target (e.g. bone in a skinned mesh).

The AnimationClip asset and the AnimationTarget component both use this to refer to targets (e.g. bones in a skinned mesh) to be animated.

When importing an armature or an animation clip, asset loaders typically use the full path name from the armature to the bone to generate these UUIDs. The ID is unique to the full path name and based only on the names. So, for example, any imported armature with a bone at the root named Hips will assign the same AnimationTargetId to its root bone. Likewise, any imported animation clip that animates a root bone named Hips will reference the same AnimationTargetId. Any animation is playable on any armature as long as the bone names match, which allows for easy animation retargeting.

Note that asset loaders generally use the full path name to generate the AnimationTargetId. Thus a bone named Chest directly connected to a bone named Hips will have a different ID from a bone named Chest that’s connected to a bone named Stomach.

Tuple Fields§

§0: Uuid

Implementations§

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impl AnimationTargetId

pub fn from_names<'a>( names: impl Iterator<Item = &'a Name> ) -> AnimationTargetId

Creates a new AnimationTargetId by hashing a list of names.

Typically, this will be the path from the animation root to the animation target (e.g. bone) that is to be animated.

Examples found in repository?
examples/animation/animated_transform.rs (line 72)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 500_000.0,
            ..default()
        },
        transform: Transform::from_xyz(0.0, 2.5, 0.0),
        ..default()
    });

    // Let's use the `Name` component to target entities. We can use anything we
    // like, but names are convenient.
    let planet = Name::new("planet");
    let orbit_controller = Name::new("orbit_controller");
    let satellite = Name::new("satellite");

    // Creating the animation
    let mut animation = AnimationClip::default();
    // A curve can modify a single part of a transform, here the translation
    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
    animation.add_curve_to_target(
        planet_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Translation(vec![
                Vec3::new(1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, -1.0),
                Vec3::new(1.0, 0.0, -1.0),
                // in case seamless looping is wanted, the last keyframe should
                // be the same as the first one
                Vec3::new(1.0, 0.0, 1.0),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // Or it can modify the rotation of the transform.
    // To find the entity to modify, the hierarchy will be traversed looking for
    // an entity with the right name at each level
    let orbit_controller_animation_target_id =
        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
    animation.add_curve_to_target(
        orbit_controller_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // If a curve in an animation is shorter than the other, it will not repeat
    // until all other curves are finished. In that case, another animation should
    // be created for each part that would have a different duration / period
    let satellite_animation_target_id = AnimationTargetId::from_names(
        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
    );
    animation.add_curve_to_target(
        satellite_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
            keyframes: Keyframes::Scale(vec![
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // There can be more than one curve targeting the same entity path
    animation.add_curve_to_target(
        AnimationTargetId::from_names(
            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
        ),
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );

    // Create the animation graph
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));

    // Create the animation player, and set it to repeat
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    // Create the scene that will be animated
    // First entity is the planet
    let planet_entity = commands
        .spawn((
            PbrBundle {
                mesh: meshes.add(Sphere::default()),
                material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
                ..default()
            },
            // Add the animation graph and player
            planet,
            graphs.add(graph),
            player,
        ))
        .id();
    commands
        .entity(planet_entity)
        .insert(AnimationTarget {
            id: planet_animation_target_id,
            player: planet_entity,
        })
        .with_children(|p| {
            // This entity is just used for animation, but doesn't display anything
            p.spawn((
                SpatialBundle::INHERITED_IDENTITY,
                orbit_controller,
                AnimationTarget {
                    id: orbit_controller_animation_target_id,
                    player: planet_entity,
                },
            ))
            .with_children(|p| {
                // The satellite, placed at a distance of the planet
                p.spawn((
                    PbrBundle {
                        transform: Transform::from_xyz(1.5, 0.0, 0.0),
                        mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
                        material: materials.add(Color::srgb(0.3, 0.9, 0.3)),
                        ..default()
                    },
                    AnimationTarget {
                        id: satellite_animation_target_id,
                        player: planet_entity,
                    },
                    satellite,
                ));
            });
        });
}

pub fn from_name(name: &Name) -> AnimationTargetId

Creates a new AnimationTargetId by hashing a single name.

Examples found in repository?
examples/animation/animated_transform.rs (line 51)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut animations: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 500_000.0,
            ..default()
        },
        transform: Transform::from_xyz(0.0, 2.5, 0.0),
        ..default()
    });

    // Let's use the `Name` component to target entities. We can use anything we
    // like, but names are convenient.
    let planet = Name::new("planet");
    let orbit_controller = Name::new("orbit_controller");
    let satellite = Name::new("satellite");

    // Creating the animation
    let mut animation = AnimationClip::default();
    // A curve can modify a single part of a transform, here the translation
    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
    animation.add_curve_to_target(
        planet_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Translation(vec![
                Vec3::new(1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, 1.0),
                Vec3::new(-1.0, 0.0, -1.0),
                Vec3::new(1.0, 0.0, -1.0),
                // in case seamless looping is wanted, the last keyframe should
                // be the same as the first one
                Vec3::new(1.0, 0.0, 1.0),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // Or it can modify the rotation of the transform.
    // To find the entity to modify, the hierarchy will be traversed looking for
    // an entity with the right name at each level
    let orbit_controller_animation_target_id =
        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
    animation.add_curve_to_target(
        orbit_controller_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // If a curve in an animation is shorter than the other, it will not repeat
    // until all other curves are finished. In that case, another animation should
    // be created for each part that would have a different duration / period
    let satellite_animation_target_id = AnimationTargetId::from_names(
        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
    );
    animation.add_curve_to_target(
        satellite_animation_target_id,
        VariableCurve {
            keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
            keyframes: Keyframes::Scale(vec![
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
                Vec3::splat(1.2),
                Vec3::splat(0.8),
            ]),
            interpolation: Interpolation::Linear,
        },
    );
    // There can be more than one curve targeting the same entity path
    animation.add_curve_to_target(
        AnimationTargetId::from_names(
            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
        ),
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
    );

    // Create the animation graph
    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));

    // Create the animation player, and set it to repeat
    let mut player = AnimationPlayer::default();
    player.play(animation_index).repeat();

    // Create the scene that will be animated
    // First entity is the planet
    let planet_entity = commands
        .spawn((
            PbrBundle {
                mesh: meshes.add(Sphere::default()),
                material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
                ..default()
            },
            // Add the animation graph and player
            planet,
            graphs.add(graph),
            player,
        ))
        .id();
    commands
        .entity(planet_entity)
        .insert(AnimationTarget {
            id: planet_animation_target_id,
            player: planet_entity,
        })
        .with_children(|p| {
            // This entity is just used for animation, but doesn't display anything
            p.spawn((
                SpatialBundle::INHERITED_IDENTITY,
                orbit_controller,
                AnimationTarget {
                    id: orbit_controller_animation_target_id,
                    player: planet_entity,
                },
            ))
            .with_children(|p| {
                // The satellite, placed at a distance of the planet
                p.spawn((
                    PbrBundle {
                        transform: Transform::from_xyz(1.5, 0.0, 0.0),
                        mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
                        material: materials.add(Color::srgb(0.3, 0.9, 0.3)),
                        ..default()
                    },
                    AnimationTarget {
                        id: satellite_animation_target_id,
                        player: planet_entity,
                    },
                    satellite,
                ));
            });
        });
}

Trait Implementations§

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impl Clone for AnimationTargetId

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fn clone(&self) -> AnimationTargetId

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

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

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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 From<&Name> for AnimationTargetId

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fn from(name: &Name) -> AnimationTargetId

Converts to this type from the input type.
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impl FromReflect for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<AnimationTargetId>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Hash for AnimationTargetId

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fn hash<H>(&self, state: &mut H)
where H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl Ord for AnimationTargetId

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fn cmp(&self, other: &AnimationTargetId) -> Ordering

This method returns an Ordering between self and other. Read more
1.21.0 · source§

fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
1.21.0 · source§

fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
1.50.0 · source§

fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized + PartialOrd,

Restrict a value to a certain interval. Read more
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impl PartialEq for AnimationTargetId

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

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

This method 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 AnimationTargetId

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

This method returns an ordering between self and other values if one exists. Read more
1.0.0 · source§

fn lt(&self, other: &Rhs) -> bool

This method tests less than (for self and other) and is used by the < operator. Read more
1.0.0 · source§

fn le(&self, other: &Rhs) -> bool

This method tests less than or equal to (for self and other) and is used by the <= operator. Read more
1.0.0 · source§

fn gt(&self, other: &Rhs) -> bool

This method tests greater than (for self and other) and is used by the > operator. Read more
1.0.0 · source§

fn ge(&self, other: &Rhs) -> bool

This method tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl Reflect for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<AnimationTargetId>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<AnimationTargetId>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<AnimationTargetId>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl TupleStruct for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn field_len(&self) -> usize

Returns the number of fields in the tuple struct.
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fn iter_fields(&self) -> TupleStructFieldIter<'_>

Returns an iterator over the values of the tuple struct’s fields.
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fn clone_dynamic(&self) -> DynamicTupleStruct

Clones the struct into a DynamicTupleStruct.
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impl TypePath for AnimationTargetId

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for AnimationTargetId
where AnimationTargetId: Any + Send + Sync, Uuid: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for AnimationTargetId

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impl Eq for AnimationTargetId

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impl StructuralPartialEq for AnimationTargetId

Auto Trait Implementations§

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, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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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<Q, K> Comparable<K> for Q
where Q: Ord + ?Sized, K: Borrow<Q> + ?Sized,

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fn compare(&self, key: &K) -> Ordering

Compare self to key and return their ordering.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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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 + Send + Sync>

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> DynEq for T
where T: Any + Eq,

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fn as_any(&self) -> &(dyn Any + 'static)

Casts the type to dyn Any.
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fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

This method tests for self and other values to be equal. Read more
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impl<T> DynHash for T
where T: DynEq + Hash,

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fn as_dyn_eq(&self) -> &(dyn DynEq + 'static)

Casts the type to dyn Any.
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fn dyn_hash(&self, state: &mut dyn Hasher)

Feeds this value into the given Hasher.
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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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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<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<S> GetTupleStructField for S
where S: TupleStruct,

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fn get_field<T>(&self, index: usize) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field with index index, downcast to T.
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fn get_field_mut<T>(&mut self, index: usize) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field with index index, downcast to T.
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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> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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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> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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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> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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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
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<N> NodeTrait for N
where N: Copy + Ord + Hash,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,