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PainterSpriteExt

Trait PainterSpriteExt 

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pub trait PainterSpriteExt {
Show 13 methods // Required methods fn lanternpost_wood(&self, pos: Vec3<i32>, dir: Dir2); fn chairs_around( &self, chair: SpriteKind, spacing: usize, bounds: Aabr<i32>, alt: i32, ); fn benches_around( &self, bench: SpriteKind, spacing: usize, offset: i32, bounds: Aabr<i32>, alt: i32, ); fn tileable1( &self, pos: Vec3<i32>, dir: Dir2, size: i32, middle_sprite: SpriteKind, side_sprite: SpriteKind, ); fn tileable2(&self, tileable: &Tileable2); // Provided methods fn bed( &self, pos: Vec3<i32>, dir: Dir2, head: SpriteKind, middle: SpriteKind, tail: SpriteKind, ) -> Aabr<i32> { ... } fn bed_wood_woodland(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_desert(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_cliff(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_savannah(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn bed_coastal(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32> { ... } fn table_wood_fancy_woodland(&self, pos: Vec3<i32>, axis: Dir2) -> Aabr<i32> { ... } fn mirrored2(&self, pos: Vec3<i32>, dir: Dir2, sprite: SpriteKind) { ... }
}

Required Methods§

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fn lanternpost_wood(&self, pos: Vec3<i32>, dir: Dir2)

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fn chairs_around( &self, chair: SpriteKind, spacing: usize, bounds: Aabr<i32>, alt: i32, )

Bounds are inclusive

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fn benches_around( &self, bench: SpriteKind, spacing: usize, offset: i32, bounds: Aabr<i32>, alt: i32, )

Bounds are inclusive

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fn tileable1( &self, pos: Vec3<i32>, dir: Dir2, size: i32, middle_sprite: SpriteKind, side_sprite: SpriteKind, )

Tileable in 1 dimension.

Does nothing if size is less than 2.

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fn tileable2(&self, tileable: &Tileable2)

Tileable in 2 dimensions.

Does nothing if the size is less than 2 in any axis.

Provided Methods§

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fn bed( &self, pos: Vec3<i32>, dir: Dir2, head: SpriteKind, middle: SpriteKind, tail: SpriteKind, ) -> Aabr<i32>

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fn bed_wood_woodland(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_desert(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_cliff(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_savannah(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn bed_coastal(&self, pos: Vec3<i32>, dir: Dir2) -> Aabr<i32>

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fn table_wood_fancy_woodland(&self, pos: Vec3<i32>, axis: Dir2) -> Aabr<i32>

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fn mirrored2(&self, pos: Vec3<i32>, dir: Dir2, sprite: SpriteKind)

This will be placed with the “right side” looking forward at pos.

Dyn Compatibility§

This trait is dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety".

Implementors§