Struct bevy::math::primitives::Rectangle

pub struct Rectangle {
    pub half_size: Vec2,
}
Expand description

A rectangle primitive

Fields§

§half_size: Vec2

Half of the width and height of the rectangle

Implementations§

§

impl Rectangle

pub fn new(width: f32, height: f32) -> Rectangle

Create a new Rectangle from a full width and height

Examples found in repository?
examples/3d/tonemapping.rs (line 227)
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fn setup_color_gradient_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorGradientMaterial>>,
    camera_transform: Res<CameraTransform>,
) {
    let mut transform = camera_transform.0;
    transform.translation += *transform.forward();

    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Rectangle::new(0.7, 0.7)),
            material: materials.add(ColorGradientMaterial {}),
            transform,
            visibility: Visibility::Hidden,
            ..default()
        },
        SceneNumber(2),
    ));
}
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examples/2d/2d_shapes.rs (line 29)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    commands.spawn(Camera2dBundle::default());

    let shapes = [
        Mesh2dHandle(meshes.add(Circle { radius: 50.0 })),
        Mesh2dHandle(meshes.add(Ellipse::new(25.0, 50.0))),
        Mesh2dHandle(meshes.add(Annulus::new(25.0, 50.0))),
        Mesh2dHandle(meshes.add(Capsule2d::new(25.0, 50.0))),
        Mesh2dHandle(meshes.add(Rectangle::new(50.0, 100.0))),
        Mesh2dHandle(meshes.add(RegularPolygon::new(50.0, 6))),
        Mesh2dHandle(meshes.add(Triangle2d::new(
            Vec2::Y * 50.0,
            Vec2::new(-50.0, -50.0),
            Vec2::new(50.0, -50.0),
        ))),
    ];
    let num_shapes = shapes.len();

    for (i, shape) in shapes.into_iter().enumerate() {
        // Distribute colors evenly across the rainbow.
        let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);

        commands.spawn(MaterialMesh2dBundle {
            mesh: shape,
            material: materials.add(color),
            transform: Transform::from_xyz(
                // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
                -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
                0.0,
                0.0,
            ),
            ..default()
        });
    }
}
examples/2d/wireframe_2d.rs (line 78)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    // Triangle: Never renders a wireframe
    commands.spawn((
        MaterialMesh2dBundle {
            mesh: meshes
                .add(Triangle2d::new(
                    Vec2::new(0.0, 50.0),
                    Vec2::new(-50.0, -50.0),
                    Vec2::new(50.0, -50.0),
                ))
                .into(),
            material: materials.add(Color::BLACK),
            transform: Transform::from_xyz(-150.0, 0.0, 0.0),
            ..default()
        },
        NoWireframe2d,
    ));
    // Rectangle: Follows global wireframe setting
    commands.spawn(MaterialMesh2dBundle {
        mesh: meshes.add(Rectangle::new(100.0, 100.0)).into(),
        material: materials.add(Color::BLACK),
        transform: Transform::from_xyz(0.0, 0.0, 0.0),
        ..default()
    });
    // Circle: Always renders a wireframe
    commands.spawn((
        MaterialMesh2dBundle {
            mesh: meshes.add(Circle::new(50.0)).into(),
            material: materials.add(Color::BLACK),
            transform: Transform::from_xyz(150.0, 0.0, 0.0),
            ..default()
        },
        Wireframe2d,
        // This lets you configure the wireframe color of this entity.
        // If not set, this will use the color in `WireframeConfig`
        Wireframe2dColor { color: GREEN },
    ));

    // Camera
    commands.spawn(Camera2dBundle::default());

    // Text used to show controls
    commands.spawn(
        TextBundle::from_section("", TextStyle::default()).with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}
examples/2d/bounding_2d.rs (line 215)
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fn setup(mut commands: Commands, loader: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),
            ..default()
        },
        Shape::Circle(Circle::new(45.)),
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(0., OFFSET_Y, 0.),
            ..default()
        },
        Shape::Rectangle(Rectangle::new(80., 80.)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(OFFSET_X, OFFSET_Y, 0.),
            ..default()
        },
        Shape::Triangle(Triangle2d::new(
            Vec2::new(-40., -40.),
            Vec2::new(-20., 40.),
            Vec2::new(40., 50.),
        )),
        Spin,
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(-OFFSET_X, -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Line(Segment2d::new(Dir2::from_xy(1., 0.3).unwrap(), 90.)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(0., -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Capsule(Capsule2d::new(25., 50.)),
        Spin,
        DesiredVolume::Aabb,
        Intersects::default(),
    ));

    commands.spawn((
        SpatialBundle {
            transform: Transform::from_xyz(OFFSET_X, -OFFSET_Y, 0.),
            ..default()
        },
        Shape::Polygon(RegularPolygon::new(50., 6)),
        Spin,
        DesiredVolume::Circle,
        Intersects::default(),
    ));

    commands.spawn(
        TextBundle::from_section(
            "",
            TextStyle {
                font: loader.load("fonts/FiraMono-Medium.ttf"),
                font_size: 26.0,
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            bottom: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}
examples/3d/texture.rs (line 27)
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fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // load a texture and retrieve its aspect ratio
    let texture_handle = asset_server.load("branding/bevy_logo_dark_big.png");
    let aspect = 0.25;

    // create a new quad mesh. this is what we will apply the texture to
    let quad_width = 8.0;
    let quad_handle = meshes.add(Rectangle::new(quad_width, quad_width * aspect));

    // this material renders the texture normally
    let material_handle = materials.add(StandardMaterial {
        base_color_texture: Some(texture_handle.clone()),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // this material modulates the texture to make it red (and slightly transparent)
    let red_material_handle = materials.add(StandardMaterial {
        base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
        base_color_texture: Some(texture_handle.clone()),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // and lets make this one blue! (and also slightly transparent)
    let blue_material_handle = materials.add(StandardMaterial {
        base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
        base_color_texture: Some(texture_handle),
        alpha_mode: AlphaMode::Blend,
        unlit: true,
        ..default()
    });

    // textured quad - normal
    commands.spawn(PbrBundle {
        mesh: quad_handle.clone(),
        material: material_handle,
        transform: Transform::from_xyz(0.0, 0.0, 1.5)
            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // textured quad - modulated
    commands.spawn(PbrBundle {
        mesh: quad_handle.clone(),
        material: red_material_handle,
        transform: Transform::from_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // textured quad - modulated
    commands.spawn(PbrBundle {
        mesh: quad_handle,
        material: blue_material_handle,
        transform: Transform::from_xyz(0.0, 0.0, -1.5)
            .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
        ..default()
    });
    // camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}
examples/shader/shader_prepass.rs (line 74)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<CustomMaterial>>,
    mut std_materials: ResMut<Assets<StandardMaterial>>,
    mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
    asset_server: Res<AssetServer>,
) {
    // camera
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        // To enable the prepass you need to add the components associated with the ones you need
        // This will write the depth buffer to a texture that you can use in the main pass
        DepthPrepass,
        // This will generate a texture containing world normals (with normal maps applied)
        NormalPrepass,
        // This will generate a texture containing screen space pixel motion vectors
        MotionVectorPrepass,
    ));

    // plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
        material: std_materials.add(Color::srgb(0.3, 0.5, 0.3)),
        ..default()
    });

    // A quad that shows the outputs of the prepass
    // To make it easy, we just draw a big quad right in front of the camera.
    // For a real application, this isn't ideal.
    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Rectangle::new(20.0, 20.0)),
            material: depth_materials.add(PrepassOutputMaterial {
                settings: ShowPrepassSettings::default(),
            }),
            transform: Transform::from_xyz(-0.75, 1.25, 3.0)
                .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
            ..default()
        },
        NotShadowCaster,
    ));

    // Opaque cube
    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(CustomMaterial {
                color: LinearRgba::WHITE,
                color_texture: Some(asset_server.load("branding/icon.png")),
                alpha_mode: AlphaMode::Opaque,
            }),
            transform: Transform::from_xyz(-1.0, 0.5, 0.0),
            ..default()
        },
        Rotates,
    ));

    // Cube with alpha mask
    commands.spawn(PbrBundle {
        mesh: meshes.add(Cuboid::default()),
        material: std_materials.add(StandardMaterial {
            alpha_mode: AlphaMode::Mask(1.0),
            base_color_texture: Some(asset_server.load("branding/icon.png")),
            ..default()
        }),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        ..default()
    });

    // Cube with alpha blending.
    // Transparent materials are ignored by the prepass
    commands.spawn(MaterialMeshBundle {
        mesh: meshes.add(Cuboid::default()),
        material: materials.add(CustomMaterial {
            color: LinearRgba::WHITE,
            color_texture: Some(asset_server.load("branding/icon.png")),
            alpha_mode: AlphaMode::Blend,
        }),
        transform: Transform::from_xyz(1.0, 0.5, 0.0),
        ..default()
    });

    // light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });

    let style = TextStyle {
        font_size: 18.0,
        ..default()
    };

    commands.spawn(
        TextBundle::from_sections(vec![
            TextSection::new("Prepass Output: transparent\n", style.clone()),
            TextSection::new("\n\n", style.clone()),
            TextSection::new("Controls\n", style.clone()),
            TextSection::new("---------------\n", style.clone()),
            TextSection::new("Space - Change output\n", style),
        ])
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}

pub fn from_size(size: Vec2) -> Rectangle

Create a new Rectangle from a given full size

Examples found in repository?
examples/tools/gamepad_viewer.rs (line 73)
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    fn from_world(world: &mut World) -> Self {
        Self {
            circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
            triangle: world
                .add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
                .into(),
            start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
            trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
        }
    }
More examples
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examples/3d/tonemapping.rs (line 346)
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fn resize_image(
    image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
    materials: Res<Assets<StandardMaterial>>,
    mut meshes: ResMut<Assets<Mesh>>,
    images: Res<Assets<Image>>,
    mut image_events: EventReader<AssetEvent<Image>>,
) {
    for event in image_events.read() {
        let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
            continue;
        };

        for (mat_h, mesh_h) in &image_mesh {
            let Some(mat) = materials.get(mat_h) else {
                continue;
            };

            let Some(ref base_color_texture) = mat.base_color_texture else {
                continue;
            };

            if *id != base_color_texture.id() {
                continue;
            };

            let Some(image_changed) = images.get(*id) else {
                continue;
            };

            let size = image_changed.size_f32().normalize_or_zero() * 1.4;
            // Resize Mesh
            let quad = Mesh::from(Rectangle::from_size(size));
            meshes.insert(mesh_h, quad);
        }
    }
}
examples/stress_tests/bevymark.rs (line 223)
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fn setup(
    mut commands: Commands,
    args: Res<Args>,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    material_assets: ResMut<Assets<ColorMaterial>>,
    images: ResMut<Assets<Image>>,
    windows: Query<&Window>,
    counter: ResMut<BevyCounter>,
) {
    warn!(include_str!("warning_string.txt"));

    let args = args.into_inner();
    let images = images.into_inner();

    let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
    if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
        textures.push(asset_server.load("branding/icon.png"));
    }
    init_textures(&mut textures, args, images);

    let material_assets = material_assets.into_inner();
    let materials = init_materials(args, &textures, material_assets);

    let mut bird_resources = BirdResources {
        textures,
        materials,
        quad: meshes
            .add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32)))
            .into(),
        // We're seeding the PRNG here to make this example deterministic for testing purposes.
        // This isn't strictly required in practical use unless you need your app to be deterministic.
        color_rng: ChaCha8Rng::seed_from_u64(42),
        material_rng: ChaCha8Rng::seed_from_u64(42),
        velocity_rng: ChaCha8Rng::seed_from_u64(42),
        transform_rng: ChaCha8Rng::seed_from_u64(42),
    };

    let text_section = move |color: Srgba, value: &str| {
        TextSection::new(
            value,
            TextStyle {
                font_size: 40.0,
                color: color.into(),
                ..default()
            },
        )
    };

    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            style: Style {
                position_type: PositionType::Absolute,
                padding: UiRect::all(Val::Px(5.0)),
                ..default()
            },
            z_index: ZIndex::Global(i32::MAX),
            background_color: Color::BLACK.with_alpha(0.75).into(),
            ..default()
        })
        .with_children(|c| {
            c.spawn((
                TextBundle::from_sections([
                    text_section(LIME, "Bird Count: "),
                    text_section(AQUA, ""),
                    text_section(LIME, "\nFPS (raw): "),
                    text_section(AQUA, ""),
                    text_section(LIME, "\nFPS (SMA): "),
                    text_section(AQUA, ""),
                    text_section(LIME, "\nFPS (EMA): "),
                    text_section(AQUA, ""),
                ]),
                StatsText,
            ));
        });

    let mut scheduled = BirdScheduled {
        per_wave: args.per_wave,
        waves: args.waves,
    };

    if args.benchmark {
        let counter = counter.into_inner();
        for wave in (0..scheduled.waves).rev() {
            spawn_birds(
                &mut commands,
                args,
                &windows.single().resolution,
                counter,
                scheduled.per_wave,
                &mut bird_resources,
                Some(wave),
                wave,
            );
        }
        scheduled.waves = 0;
    }
    commands.insert_resource(bird_resources);
    commands.insert_resource(scheduled);
}

pub fn from_corners(point1: Vec2, point2: Vec2) -> Rectangle

Create a new Rectangle from two corner points

pub fn from_length(length: f32) -> Rectangle

Create a Rectangle from a single length. The resulting Rectangle will be the same size in every direction.

pub fn size(&self) -> Vec2

Get the size of the rectangle

pub fn area(&self) -> f32

Get the area of the rectangle

pub fn perimeter(&self) -> f32

Get the perimeter of the rectangle

pub fn closest_point(&self, point: Vec2) -> Vec2

Finds the point on the rectangle that is closest to the given point.

If the point is outside the rectangle, the returned point will be on the perimeter of the rectangle. Otherwise, it will be inside the rectangle and returned as is.

Trait Implementations§

§

impl Bounded2d for Rectangle

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fn aabb_2d(&self, translation: Vec2, rotation: impl Into<Rotation2d>) -> Aabb2d

Get an axis-aligned bounding box for the shape with the given translation and rotation. The rotation is in radians, counterclockwise, with 0 meaning no rotation.
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fn bounding_circle( &self, translation: Vec2, _rotation: impl Into<Rotation2d> ) -> BoundingCircle

Get a bounding circle for the shape The rotation is in radians, counterclockwise, with 0 meaning no rotation.
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impl Clone for Rectangle

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fn clone(&self) -> Rectangle

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 Rectangle

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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 Default for Rectangle

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fn default() -> Rectangle

Returns the default Rectangle with a half-width and half-height of 0.5.

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impl<'de> Deserialize<'de> for Rectangle

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fn deserialize<__D>( __deserializer: __D ) -> Result<Rectangle, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<Rectangle> for Mesh

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fn from(rectangle: Rectangle) -> Mesh

Converts to this type from the input type.
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impl FromReflect for Rectangle
where Rectangle: Any + Send + Sync, Vec2: FromReflect + TypePath + RegisterForReflection,

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

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 Rectangle
where Rectangle: Any + Send + Sync, Vec2: 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<'w, 's, Config, Clear> GizmoPrimitive2d<Rectangle> for Gizmos<'w, 's, Config, Clear>
where Config: GizmoConfigGroup, Clear: 'static + Send + Sync,

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type Output<'a> = () where Gizmos<'w, 's, Config, Clear>: 'a

The output of primitive_2d. This is a builder to set non-default values.
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fn primitive_2d( &mut self, primitive: Rectangle, position: Vec2, angle: f32, color: impl Into<Color> ) -> <Gizmos<'w, 's, Config, Clear> as GizmoPrimitive2d<Rectangle>>::Output<'_>

Renders a 2D primitive with its associated details.
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impl Meshable for Rectangle

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type Output = Mesh

The output of Self::mesh. This can either be a Mesh or a builder used for creating a Mesh.
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fn mesh(&self) -> <Rectangle as Meshable>::Output

Creates a Mesh for a shape.
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impl PartialEq for Rectangle

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fn eq(&self, other: &Rectangle) -> 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 Reflect for Rectangle
where Rectangle: Any + Send + Sync, Vec2: 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<Rectangle>) -> 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<Rectangle>) -> 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<Rectangle>) -> 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 debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. 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 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 Serialize for Rectangle

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fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl ShapeSample for Rectangle

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type Output = Vec2

The type of vector returned by the sample methods, Vec2 for 2D shapes and Vec3 for 3D shapes.
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fn sample_interior<R>(&self, rng: &mut R) -> Vec2
where R: Rng + ?Sized,

Uniformly sample a point from inside the area/volume of this shape, centered on 0. Read more
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fn sample_boundary<R>(&self, rng: &mut R) -> Vec2
where R: Rng + ?Sized,

Uniformly sample a point from the surface of this shape, centered on 0. Read more
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impl Struct for Rectangle
where Rectangle: Any + Send + Sync, Vec2: FromReflect + TypePath + RegisterForReflection,

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

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

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&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_at_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 name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

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

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl TypePath for Rectangle
where Rectangle: Any + Send + Sync,

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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 Rectangle
where Rectangle: Any + Send + Sync, Vec2: 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 Rectangle

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impl Primitive2d for Rectangle

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impl StructuralPartialEq for Rectangle

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impl<T> Any for T
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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<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> DynamicTypePath for T
where T: TypePath,

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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> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

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

Returns a mutable reference to the value of the field named name, downcast to T.
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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<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> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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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<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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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> Serialize for T
where T: Serialize + ?Sized,

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

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fn do_erased_serialize( &self, serializer: &mut dyn Serializer ) -> Result<(), ErrorImpl>

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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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Creates owned data from borrowed data, usually by cloning. Read more
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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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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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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

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Performs the conversion.
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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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Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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where T: for<'de> Deserialize<'de>,

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where T: FromSample<S> + ToSample<S>,

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