Modules§
- close_
int_ map - exec_
on_ drop - fps_
counter - graph
- index_
version_ collection - mem
- morph_
vec - same_
type - stack_
vec - thread_
pool - tree
- try_
default - typed_
map - versioned
Macros§
- aphyn_
entry_ point - break_
if - break_
if_ not - continue_
if - continue_
if_ not - return_
if - return_
if_ not - rgb_
f32_ array - rgb_
u8_ array - rgba_
f32_ array - rgba_
u8_ array - try_
default
Structs§
- App
- AppInit
Ctx - AppInit
CtxFfi - Archetype
Component Layout - Archetype
Item Layout - Archetype
Item Physical Location - Archetype
Iterator - Archetype
Layout - Archetype
Raw - Archetype
Unsafe Ffi - Archetype
Unsafe FfiIterator - Archetype
Unsafe FfiIterator Item - Archetype
Unsafe Ref - Archetypes
Holder Ffi - Asset
Handle - Asset
Handle Link Trans Serializer - Asset
Instantiate Trans Serializer - Asset
Storage Resource - Assets
DirResource - Assets
Storage Resource - Assume
Send - Audio
Clip - Audio
Clip Asset Metadata - Audio
Clip Handle Loader - Audio
Clip Loader - Audio
Source - Audio
State - Audio
State Resource - Batched
Mesh Component - Bloom
Render Feature - Bloom
Resource - Bvh
- ByType
World Part Data Usage Builder - Camera
- Camera
Component - Child
Component - Children
Rect Mask Component - Collider
Bvh - Collider
Component - Collider
Entry - Collision
Aabb - Collision
Box - Collision
Layer - Collision
Layer Matrix - Collision
Line - Collision
Sphere - Collision
World Resource - Color
Grading Render Feature - Color
Grading Resource - Component
Ptr - Contact
Manifold - Contact
Point - Core
Enum Deserializer Ctx - Core
List Deserializer Ctx - Core
List Serializer Ctx - Core
MapDeserializer Ctx - Core
MapSerializer Ctx - Current
Rendering Resource - Data
Usage - Data
Usage Builder - Data
Usage Details - Data
Usage Details Builder - Data
Usage Entry - Debug
Name Component - Depth
Texture Resource - Direct
Asset Save Trans Serializer - Direct
Deserialized Asset - Entities
Holder Mut - Entities
Holder Query - Entities
Holder Ref - Entities
Holder Unsafe Ffi - Entities
Info - Entities
Metadata - Entity
Id - Entity
Location - Entity
Trans Serializer - Enum
Deserializer Ctx - Events
Holder Mut - Events
Holder Native - Events
Holder Ref - Events
Holder Unsafe Ffi - Evt
- EvtMut
- Example
Struct - Exposure
Render Feature - Exposure
Resource - FfiAllocator
- FfiAny
- FfiAny
Mut - FfiAny
Ptr - FfiAny
Ref - FfiArc
- FfiBox
- FfiBox
Vtable - FfiDroppable
- FfiExtended
Type Info - FfiFn
MutMut - FfiFn
Once Vec - FfiFn
Ref - FfiHash
Map - FfiIndex
Map - FfiIndex
MapInto Iter - FfiIndex
MapInto Keys Iter - FfiIndex
MapInto Values Iter - FfiIndex
MapKeys Iter - FfiIndex
MapOccupied Entry - FfiIndex
MapPairs Iter - FfiIndex
MapPairs MutIter - FfiIndex
MapVacant Entry - FfiIndex
MapValues Iter - FfiIndex
MapValues MutIter - FfiIndex
Set - FfiOpaque
Memory - FfiOpaque
Mut - FfiOpaque
Ref - FfiOpaque
Vec - FfiRaw
Vec - FfiRaw
VecInner - FfiReturn
Handle - FfiShort
Type Info - FfiSlice
Mut - FfiSlice
Ref - FfiSmall
String - FfiStatic
Ref - FfiStr
Slice Mut - FfiStr
Slice Ref - FfiString
- FfiTyped
Droppable - FfiTyped
Memory - FfiVec
- FfiVec
Deque - FfiVec
Into Iter - Font
- Gamepad
Input Storage - Gizmo
Line - Gizmos
Frame Resource - Gizmos
Render Feature - Gizmos
Resource - Global
Bindings Resource - Global
Disableable Component - Global
Rect Component - Global
Transform - Globals
Render Feature - GpuBind
Group Layout Entry - GpuBlend
Component - GpuBlend
State - GpuBuffer
Member - GpuIndex
Buffer - GpuRender
Pass - GpuRender
Pass Depth - GpuRender
Pass Target - GpuResource
Id - GpuSampler
- GpuScissor
- GpuShader
- GpuShader
Desc - GpuTexture
- GpuUniform
Storage Buffer - GpuVertex
Buffer - GpuVertex
Buffer Layout - GpuVertex
Buffer Layout Entry - GpuViewport
- Group
Helper - Image
Component - Input
Resource - Keyboard
Input Storage - Line
Bound Type - List
Deserializer Ctx - List
Serializer Ctx - Local
- Local
Disableable Component - Local
Rect Component - Local
Transform - MapDeserializer
Ctx - MapSerializer
Ctx - Mat
- Column-major
- Material
- Material
Component - Material
Data - Material
Data Entry - Material
GpuData - Material
Handle Loader - Material
Input - Material
Loader - Material
Pass Gpu - Material
Render Feature - Material
Template - Material
Template Pass - Material
Texture Binding - Material
Uniform - Material
Value Binding - Mesh
Collider - Mesh
Component - Mesh
Handle Loader - Mesh
Loader - Mouse
Input Storage - Option
Refl Representer - OrFilter
- Order
Entry - Order
Graph - Order
Graph Iterator - Order
Helper - Parent
Component - Physics
Collider Ref - Physics
Material - Physics
Material Component - Physics
Resource - Physics
World Resource - Prefab
- Prefab
Handle Loader - Prefab
Loader - Pure
Serializer CtxState - Quat
- Query
Iter - Query
Iter Mut - RayHit
- Raycast
Hit - Rect
Child Align Component - Refl
MapStruct - Refl
MapStruct Field - Refl
Repr Enum - Refl
Repr Struct - Refl
Representer Ctx - Refl
Representer Registry - Refl
TyEnum - Refl
TyId - Refl
TyRegistry - Registry
Specific Type Id - Render
Api - Render
ApiResource - Render
Feature Registry - Render
Pass Ctx - Render
Pass Entry - Render
Pass Writer - Res
- ResMut
- Resources
Holder Mut - Resources
Holder Ref - Resources
Holder Unsafe Ffi - Rigidbody
Component - Rigidbody
Forces - Scene
- Scene
Handle Loader - Scene
Loader - Screen
Space Resource - Serialized
Composite - Serialized
Entities - Serialized
Entity Components - Serialized
Enum Metadata - Serialized
Map - Serializer
Ctx - Serializers
Resource - Shader
- Shader
Asset Metadata - Shader
Loader - Single
Direct Load Trans Serializer - Single
Load Trans Serializer - Standard
Generic Light - Standard
Global Bindings - Standard
Instance - Standard
Instance Buffer - Standard
Mesh - Standard
Mesh Asset Metadata - Standard
Serializer - Standard
Texture - Standard
Texture Asset Metadata - Standard
UiAssets Resource - Standard
Uniform Global - Standard
Vertex - Stored
Type Info - System
CtxFfi - System
Ffi - System
Input - System
Resource GetOr Insert Result - System
Resources Holder - System
Resources Holder Mut - System
Resources Holder Native - System
Resources Holder Ref - System
Resources Holder Unsafe Ffi - Systems
Holder Builder Ffi - Systems
Holder Builder Mut - Systems
Holder Builder Native - Systems
Holder Ffi - Systems
Holder Native - Text
Component - Text
Input Event - Texture
Handle Loader - Texture
Loader - Time
Resource - Trans
Serializer CtxState - Trans
Serializer Ffi - Trans
Serializer FfiTyped Ref - Trans
Serializer Registry - Transitive
Load Trans Serializer - Transparent
Target Resource - Typed
Storage Buffer - Typed
Uniform Buffer - Typed
Uniform Buffer Layout - Typed
Uniform Buffer Layout Entry - Typed
Vertex Buffer - Typed
Vertex Writer - Types
Registry Access Ffi - Types
Registry Cache - UiVal
- Unique
Components Set - Unique
Components SetBuilder - Vec2
- Vec3
- Vec4
- VecRefl
Representer - Wgsl
Compose Error - Wgsl
Composer - Window
Change Requests - Window
Icon - Window
Resource - Window
State - With
Filter - Without
Filter - World
Behavior - World
Behavior Builder - World
Behavior Builder Ffi - World
Behavior Builder Mut - World
Behavior Ffi - World
Data - World
Data Mut - World
Data Ref - World
Data Unsafe Ffi - World
Data Usage - World
Data Usage Builder - World
Part Data Usage Builder - Wrapped
Audio State Handle
Enums§
- Asset
Type - Camera
Projection - Collider
Shape - Collision
Shape - Color
Grading Type - Coordinate
Space Type - Cursor
Grab State - Direct
Serializable Asset - Entity
IdDecoder - Entity
IdEncoder - FfiIndex
MapEntry - FfiOption
- Filter
Mode - Fullscreen
State - Gamepad
Axis - Gamepad’s elements which state can be represented by value from -1.0 to 1.0.
- Gamepad
Button - Gamepad’s elements which state can be represented by value from 0.0 to 1.0.
- GpuBinding
- GpuBinding
Ty - GpuBlend
Factor - GpuBlend
Operation - GpuBuffer
Member Ty - GpuColor
Writes - GpuCompare
Function - GpuCull
Mode - GpuFilter
Mode - GpuFront
Face - GpuPass
Ops - GpuPrimitive
Topology - GpuRuntime
Ty - GpuTexture
Format - GpuTexture
Sample Kind - GpuVertex
Buffer Layout Entry Ty - GpuVertex
Step Mode - Horizontal
Align - Image
Fill Settings - KeyCode
- Code representing the location of a physical key
- Linear
Equation Result - Material
Data Value - Material
Pass Target - Material
Texture Fallback - Mouse
Button - Describes a button of a mouse controller.
- Order
Entry Type - PtrState
- Quadratic
Equation Result - Refl
MapType - Refl
Repr - Refl
Repr Fields - Refl
Repr Primitive - ReflTy
- Refl
TyStruct - Render
Space - Rigidbody
Type - Rotation
Order3D - Schedule
- Serialization
Error - Serialized
Composite Values - Serialized
Primitive - Serialized
Value - Standard
Light - Standard
Light Component - Standard
Texture Format - UiDirection
- UiSpacing
- UiUnit
- Vertical
Align - Wgsl
Compose Error Kind - World
Part Data Usage
Constants§
- AUDIO_
CHANNELS_ COUNT - AUDIO_
SAMPLE_ RATE - BLUR_
LAYERS_ COUNT - BUILTIN_
TEMPLATE_ OPAQUE_ LIT - BUILTIN_
TEMPLATE_ OPAQUE_ UNLIT - BUILTIN_
TEMPLATE_ TRANSPARENT_ LIT - BUILTIN_
TEMPLATE_ TRANSPARENT_ UNLIT - BUILTIN_
TEMPLATE_ UI_ OPAQUE_ UNLIT - BUILTIN_
TEMPLATE_ UI_ TRANSPARENT_ UNLIT - CHUNK_
ALIGN - CHUNK_
LAYOUT - CHUNK_
SIZE - COLLISION_
MASK_ ALL - DEPTH_
TEXTURE_ FORMAT - GIZMO_
LINES_ PER_ DRAW_ MAX - LIGHTS_
COUNT_ MAX - RENDER_
FEATURE_ BLOOM - RENDER_
FEATURE_ COLOR_ GRADING - RENDER_
FEATURE_ EXPOSURE - RENDER_
FEATURE_ GIZMOS - RENDER_
FEATURE_ GLOBALS - RENDER_
FEATURE_ MATERIAL - RENDER_
ORDER_ BLOOM - RENDER_
ORDER_ COLOR_ GRADING - RENDER_
ORDER_ DEPTH_ PREPASS - RENDER_
ORDER_ EXPOSURE - RENDER_
ORDER_ GIZMOS - RENDER_
ORDER_ OPAQUE - RENDER_
ORDER_ POST_ PROCESSING - RENDER_
ORDER_ PREPARE - RENDER_
ORDER_ SHADOW - RENDER_
ORDER_ SKYBOX - RENDER_
ORDER_ TRANSPARENT - RENDER_
ORDER_ TRANSPARENT_ COMPOSITE - RENDER_
TARGET_ FORMAT - STANDARD_
SHADER_ WGSL - SYSTEM_
GROUP_ ASSETS - SYSTEM_
GROUP_ AUDIO - SYSTEM_
GROUP_ COLLISION - SYSTEM_
GROUP_ PHYSICS - SYSTEM_
GROUP_ RENDER - SYSTEM_
GROUP_ TRANSFORM - SYSTEM_
GROUP_ UI - TRANSPARENT_
TARGET_ FORMAT - ZERO_
SIZED_ CAP
Traits§
- Archetype
Iterator Item - Asset
Loader - Component
- Components
Tuple - Event
- GpuRuntime
Value - GpuVertex
Value - GpuWritable
Buffer - Number
- OrFilter
Arg - Primitive
- Query
Filter - Refl
Representer - Reflect
Ty - Render
Feature - Resource
- Serializable
- Serializer
- Serializer
CtxState - System
Param - Safety
- System
With Marker - Safety
- Tuple
From VecOf Any - Type
Cache
Functions§
- add
- add_
asset_ module_ to - add_
assign - add_
audio_ module_ to - add_
collision_ module_ to - add_
defult_ modules_ to - add_
physics_ module_ to - add_
render_ features_ module_ to - add_
transform_ module_ to - add_
ui_ module_ to - adjust_
component_ sets - all
- any
- app_
path - assets_
path - cache_
path - calculate_
global_ disableable - calculate_
global_ rect_ pos - calculate_
global_ rect_ scale_ children_ based - calculate_
global_ rect_ scale_ hierarchy_ independent - calculate_
global_ rect_ scale_ parent_ based - calculate_
global_ transform - calculate_
tangent_ bitangent - calculate_
tangent_ handedness_ by_ orthogonalizing - clear_
color_ target - collide
- create_
material_ from_ template_ key - create_
ordering_ graph - create_
standard_ ui_ assets_ resource - create_
window_ to_ clip_ matrix - cross
- cross_
2d - damp
- decompose_
serialization_ path - default_
assets_ dir - deserialize_
component - deserialize_
entities_ no_ deps - deserialize_
entity_ component_ at_ path - deserialize_
entity_ components - destroy_
entity_ and_ children - destroy_
entity_ children - div
- div_
assign - div_by
- div_
by_ assign - dot
- eq_
linear - Solves equation of type ax + b = 0
- eq_
quadratic - Solves equation of type ax² + bx + c = 0
- flatten_
ordering - hierarchy_
iter_ breadth_ first_ parent_ to_ child - hierarchy_
iter_ depth_ first - f(optional parent, entity, children, cache, is_moving_to_root) -> entity cache. Called for every entity twice: moving down (cache is the parent’s) and moving to root (cache is the entity’s, result ignored).
- hierarchy_
iter_ depth_ first_ child_ to_ parent - f(optional parent, children)
- hierarchy_
iter_ depth_ first_ parent_ to_ child - f(optional parent, children, cache) -> cache
- init_
app_ ⚠dynamically - init_
app_ ⚠from_ library - insert_
builtin_ render_ assets - instantiate_
prefab - instantiate_
scene - instantiate_
serialized_ entities - into_
matrix4x4_ with_ pos - inv_
lerp - launch_
app_ dynamically - launch_
app_ statically - length
- length_
sq - lerp
- lerp_
slice - lerp_
slice_ separately - light_
from_ components - load_
all_ assets - load_
all_ assets_ system - load_
asset_ single - load_
asset_ single_ from_ world - load_
asset_ transitively - load_
asset_ transitively_ from_ world - mul
- mul_
assign - mul_by
- mul_
by_ assign - mut_
from_ ⚠nullable_ ptr - mut_
into_ nullable_ ptr - normalize_
serialization_ path - normalized
- orthographic_
proj_ matrix - overlaps
- override_
entity_ components - parse_
color_ rgb_ f32 - parse_
color_ rgb_ u8 - parse_
color_ rgba_ f32 - parse_
color_ rgba_ u8 - perspective_
proj_ matrix - prepare_
gizmos - raycast
- record_
entity_ components - record_
into_ prefab - record_
into_ scene - record_
serialized_ entities - ref_
from_ ⚠nullable_ ptr - ref_
into_ nullable_ ptr - register_
common_ transserializers - register_
related_ common_ transserializers - register_
self_ and_ related_ common_ transserializers - register_
transserializer - registry_
use_ case - render_
wgsl_ composer - resample_
audio - run_
frame_ schedules - save_
load_ with_ asset_ serializers - save_
load_ with_ asset_ serializers_ from_ world - save_
path - serialize_
components - serialize_
entities_ no_ deps - serialize_
prefab_ single_ entity - set_
common_ generic_ item_ representers_ and_ self - set_
common_ generic_ representers - set_
common_ representers - sort_
systems_ by_ order - standard_
material_ template - standard_
shader_ desc - step_
physics - sub
- sub_
assign - swizzle
- update_
collision_ world - update_
image_ batched_ mesh - update_
masked_ batched_ mesh - update_
parents_ add_ missing_ children - update_
parents_ remove_ invalid_ children - update_
text_ batched_ mesh - wgsl_
include_ paths - write_
buffer_ elements_ with - zip