pub struct Transform {
pub translation: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}Expand description
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
- To place or move an entity, you should set its
Transform. - To get the global transform of an entity, you should get its
GlobalTransform. - To be displayed, an entity must have both a
Transformand aGlobalTransform.- You may use the
TransformBundleto guarantee this.
- You may use the
§Transform and GlobalTransform
Transform is the position of an entity relative to its parent position, or the reference
frame if it doesn’t have a Parent.
GlobalTransform is the position of an entity relative to the reference frame.
GlobalTransform is updated from Transform by systems in the system set
TransformPropagate.
This system runs during PostUpdate. If you
update the Transform of an entity during this set or after, you will notice a 1 frame lag
before the GlobalTransform is updated.
§Examples
Fields§
§translation: Vec3Position of the entity. In 2d, the last value of the Vec3 is used for z-ordering.
See the translations example for usage.
rotation: QuatRotation of the entity.
See the 3d_rotation example for usage.
scale: Vec3Scale of the entity.
See the scale example for usage.
Implementations§
source§impl Transform
impl Transform
sourcepub const IDENTITY: Transform = _
pub const IDENTITY: Transform = _
An identity Transform with no translation, rotation, and a scale of 1 on all axes.
sourcepub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
pub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
Creates a new Transform at the position (x, y, z). In 2d, the z component
is used for z-ordering elements: higher z-value will be in front of lower
z-value.
sourcepub fn from_matrix(world_from_local: Mat4) -> Transform
pub fn from_matrix(world_from_local: Mat4) -> Transform
Extracts the translation, rotation, and scale from matrix. It must be a 3d affine
transformation matrix.
sourcepub const fn from_translation(translation: Vec3) -> Transform
pub const fn from_translation(translation: Vec3) -> Transform
Creates a new Transform, with translation. Rotation will be 0 and scale 1 on
all axes.
sourcepub const fn from_rotation(rotation: Quat) -> Transform
pub const fn from_rotation(rotation: Quat) -> Transform
Creates a new Transform, with rotation. Translation will be 0 and scale 1 on
all axes.
sourcepub const fn from_scale(scale: Vec3) -> Transform
pub const fn from_scale(scale: Vec3) -> Transform
Creates a new Transform, with scale. Translation will be 0 and rotation 0 on
all axes.
sourcepub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
pub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points towards the target position and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
sourcepub fn looking_to(
self,
direction: impl TryInto<Dir3>,
up: impl TryInto<Dir3>
) -> Transform
pub fn looking_to( self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3> ) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points in the given direction and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
sourcepub fn aligned_by(
self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>
) -> Transform
pub fn aligned_by( self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3> ) -> Transform
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
See Transform::align for additional details.
sourcepub const fn with_translation(self, translation: Vec3) -> Transform
pub const fn with_translation(self, translation: Vec3) -> Transform
Returns this Transform with a new translation.
sourcepub const fn with_rotation(self, rotation: Quat) -> Transform
pub const fn with_rotation(self, rotation: Quat) -> Transform
Returns this Transform with a new rotation.
sourcepub const fn with_scale(self, scale: Vec3) -> Transform
pub const fn with_scale(self, scale: Vec3) -> Transform
Returns this Transform with a new scale.
sourcepub fn compute_matrix(&self) -> Mat4
pub fn compute_matrix(&self) -> Mat4
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
sourcepub fn compute_affine(&self) -> Affine3A
pub fn compute_affine(&self) -> Affine3A
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
sourcepub fn left(&self) -> Dir3
pub fn left(&self) -> Dir3
Equivalent to -local_x()
sourcepub fn down(&self) -> Dir3
pub fn down(&self) -> Dir3
Equivalent to -local_y()
sourcepub fn forward(&self) -> Dir3
pub fn forward(&self) -> Dir3
Equivalent to -local_z()
sourcepub fn rotate(&mut self, rotation: Quat)
pub fn rotate(&mut self, rotation: Quat)
sourcepub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
sourcepub fn rotate_local(&mut self, rotation: Quat)
pub fn rotate_local(&mut self, rotation: Quat)
sourcepub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
Rotates this Transform around its local axis by angle (in radians).
sourcepub fn rotate_local_x(&mut self, angle: f32)
pub fn rotate_local_x(&mut self, angle: f32)
Rotates this Transform around its local X axis by angle (in radians).
sourcepub fn rotate_local_y(&mut self, angle: f32)
pub fn rotate_local_y(&mut self, angle: f32)
Rotates this Transform around its local Y axis by angle (in radians).
sourcepub fn rotate_local_z(&mut self, angle: f32)
pub fn rotate_local_z(&mut self, angle: f32)
Rotates this Transform around its local Z axis by angle (in radians).
sourcepub fn translate_around(&mut self, point: Vec3, rotation: Quat)
pub fn translate_around(&mut self, point: Vec3, rotation: Quat)
sourcepub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
pub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
sourcepub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
pub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points towards the target position,
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
sourcepub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
pub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points in the given direction
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::NEG_Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
sourcepub fn align(
&mut self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>
)
pub fn align( &mut self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3> )
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
More precisely, the Transform::rotation produced will be such that:
- applying it to
main_axisresults inmain_direction - applying it to
secondary_axisproduces a vector that lies in the half-plane generated bymain_directionandsecondary_direction(with positive contribution bysecondary_direction)
Transform::look_to is recovered, for instance, when main_axis is Dir3::NEG_Z (the Transform::forward
direction in the default orientation) and secondary_axis is Dir3::Y (the Transform::up direction in the default
orientation). (Failure cases may differ somewhat.)
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
Example
t1.align(Dir3::X, Dir3::Y, Vec3::new(1., 1., 0.), Dir3::Z);
let main_axis_image = t1.rotation * Dir3::X;
let secondary_axis_image = t1.rotation * Vec3::new(1., 1., 0.);
assert!(main_axis_image.abs_diff_eq(Vec3::Y, 1e-5));
assert!(secondary_axis_image.abs_diff_eq(Vec3::new(0., 1., 1.), 1e-5));
t1.align(Vec3::ZERO, Dir3::Z, Vec3::ZERO, Dir3::X);
t2.align(Dir3::X, Dir3::Z, Dir3::Y, Dir3::X);
assert_eq!(t1.rotation, t2.rotation);
t1.align(Dir3::X, Dir3::Z, Dir3::X, Dir3::Y);
assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));sourcepub fn mul_transform(&self, transform: Transform) -> Transform
pub fn mul_transform(&self, transform: Transform) -> Transform
Multiplies self with transform component by component, returning the
resulting Transform
sourcepub fn transform_point(&self, point: Vec3) -> Vec3
pub fn transform_point(&self, point: Vec3) -> Vec3
Transforms the given point, applying scale, rotation and translation.
If this Transform has a parent, this will transform a point that is
relative to the parent’s Transform into one relative to this Transform.
If this Transform does not have a parent, this will transform a point
that is in global space into one relative to this Transform.
If you want to transform a point in global space to the local space of this Transform,
consider using GlobalTransform::transform_point() instead.
Trait Implementations§
source§impl Animatable for Transform
impl Animatable for Transform
source§fn blend(inputs: impl Iterator<Item = BlendInput<Transform>>) -> Transform
fn blend(inputs: impl Iterator<Item = BlendInput<Transform>>) -> Transform
source§fn post_process(&mut self, _world: &World)
fn post_process(&mut self, _world: &World)
World.
Most animatable types do not need to implement this.source§impl Component for Transform
impl Component for Transform
source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks.source§impl From<GlobalTransform> for Transform
impl From<GlobalTransform> for Transform
The transform is expected to be non-degenerate and without shearing, or the output will be invalid.
source§fn from(transform: GlobalTransform) -> Transform
fn from(transform: GlobalTransform) -> Transform
source§impl From<Transform> for GlobalTransform
impl From<Transform> for GlobalTransform
source§fn from(transform: Transform) -> GlobalTransform
fn from(transform: Transform) -> GlobalTransform
source§impl From<Transform> for SpatialBundle
impl From<Transform> for SpatialBundle
source§fn from(transform: Transform) -> SpatialBundle
fn from(transform: Transform) -> SpatialBundle
source§impl From<Transform> for TransformBundle
impl From<Transform> for TransformBundle
source§fn from(transform: Transform) -> TransformBundle
fn from(transform: Transform) -> TransformBundle
source§impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
Self from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self using,
constructing the value using from_reflect if that fails. Read moresource§impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl Mul<GlobalTransform> for Transform
impl Mul<GlobalTransform> for Transform
§type Output = GlobalTransform
type Output = GlobalTransform
* operator.source§fn mul(
self,
global_transform: GlobalTransform
) -> <Transform as Mul<GlobalTransform>>::Output
fn mul( self, global_transform: GlobalTransform ) -> <Transform as Mul<GlobalTransform>>::Output
* operation. Read moresource§impl Mul<Transform> for GlobalTransform
impl Mul<Transform> for GlobalTransform
source§impl PartialEq for Transform
impl PartialEq for Transform
source§impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any.source§fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Transform>) -> ReflectOwned
fn reflect_owned(self: Box<Transform>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
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fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name as a &dyn Reflect.source§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name as a
&mut dyn Reflect.source§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index as a
&dyn Reflect.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index.source§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct.source§impl TransformPoint for Transform
impl TransformPoint for Transform
source§impl TypePath for Transform
impl TypePath for Transform
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + RegisterForReflection,
Quat: FromReflect + TypePath + RegisterForReflection,
impl Copy for Transform
impl StructuralPartialEq for Transform
Auto Trait Implementations§
impl Freeze for Transform
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
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components: &Components,
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)
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