Trait PainterSpriteExt

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pub trait PainterSpriteExt {
    // Required methods
    fn lanternpost_wood(&self, pos: Vec3<i32>, dir: Dir);
    fn chairs_around(
        &self,
        chair: SpriteKind,
        spacing: usize,
        bounds: Aabr<i32>,
        alt: i32,
    );
    fn tileable1(
        &self,
        pos: Vec3<i32>,
        dir: Dir,
        size: i32,
        middle_sprite: SpriteKind,
        side_sprite: SpriteKind,
    );
    fn tileable2(&self, tileable: &Tileable2);

    // Provided methods
    fn bed(
        &self,
        pos: Vec3<i32>,
        dir: Dir,
        head: SpriteKind,
        middle: SpriteKind,
        tail: SpriteKind,
    ) -> Aabr<i32> { ... }
    fn bed_wood_woodland(&self, pos: Vec3<i32>, dir: Dir) -> Aabr<i32> { ... }
    fn bed_desert(&self, pos: Vec3<i32>, dir: Dir) -> Aabr<i32> { ... }
    fn bed_cliff(&self, pos: Vec3<i32>, dir: Dir) -> Aabr<i32> { ... }
    fn bed_savannah(&self, pos: Vec3<i32>, dir: Dir) -> Aabr<i32> { ... }
    fn bed_coastal(&self, pos: Vec3<i32>, dir: Dir) -> Aabr<i32> { ... }
    fn table_wood_fancy_woodland(&self, pos: Vec3<i32>, axis: Dir) -> Aabr<i32> { ... }
    fn mirrored2(&self, pos: Vec3<i32>, dir: Dir, sprite: SpriteKind) { ... }
}

Required Methods§

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

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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 tileable1( &self, pos: Vec3<i32>, dir: Dir, 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: Dir, head: SpriteKind, middle: SpriteKind, tail: SpriteKind, ) -> Aabr<i32>

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

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

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

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

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

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

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

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

Implementors§