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github.com/Davidster/ikari
/ functions
Functions
474 in github.com/Davidster/ikari
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Functions
474
◇
Types & classes
179
↓ 97 callers
Method
lock
(&self)
ikari/src/mutex.rs:14
↓ 60 callers
Method
size
(&self)
ikari/src/collisions.rs:98
↓ 55 callers
Method
build
(self)
ikari/src/scene.rs:655
↓ 43 callers
Method
position
(&self)
ikari/src/transform.rs:38
↓ 33 callers
Method
insert
(&mut self, node_id: GameNodeId, node_bounding_sphere: Sphere)
ikari/src/scene_tree.rs:92
↓ 32 callers
Method
id
(&self)
ikari/src/scene.rs:579
↓ 32 callers
Method
src
(&self)
ikari/src/buffer.rs:73
↓ 31 callers
Method
make
(&self, relative_path: T)
ikari/src/file_manager.rs:42
↓ 29 callers
Method
scale
(&self)
ikari/src/transform.rs:47
↓ 26 callers
Method
add_node
(&mut self, node: GameNodeDesc)
ikari/src/scene.rs:455
↓ 23 callers
Method
get_sampler_by_index
(&self, sampler_index: usize)
ikari/src/sampler_cache.rs:82
↓ 23 callers
Method
rotation
(&self)
ikari/src/transform.rs:42
↓ 21 callers
Method
visual
(mut self, visual: Option<GameNodeVisual>)
ikari/src/scene.rs:640
↓ 20 callers
Method
get_node_mut
(&mut self, node_id: GameNodeId)
ikari/src/scene.rs:514
↓ 19 callers
Method
transform
(mut self, transform: crate::transform::Transform)
ikari/src/scene.rs:629
↓ 17 callers
Method
set_position
(&mut self, new_position: Vec3)
ikari/src/transform.rs:52
↓ 17 callers
Method
step
(&mut self)
ikari/src/physics.rs:49
↓ 15 callers
Method
get_node
(&self, node_id: GameNodeId)
ikari/src/scene.rs:497
↓ 15 callers
Method
length
(&self)
ikari/src/buffer.rs:81
↓ 14 callers
Method
clear
(&mut self)
ikari/src/buffer.rs:205
↓ 14 callers
Function
get_buffer_slice_from_accessor
( accessor: gltf::Accessor<'a>, buffers: &'a [gltf::buffer::Data], )
ikari/src/gltf_loader.rs:833
↓ 14 callers
Method
nodes
(&self)
ikari/src/scene.rs:548
↓ 12 callers
Method
get_sampler_index
( &mut self, device: &Device, a_descriptor: &SamplerDescriptor, )
ikari/src/sampler_cache.rs:63
↓ 12 callers
Method
length_bytes
(&self)
ikari/src/buffer.rs:85
↓ 11 callers
Method
queue_message
(&mut self, message: UiOverlay::Message)
ikari/src/ui.rs:211
↓ 10 callers
Method
get_mut
(&mut self)
ikari/src/wasm_not_sync.rs:56
↓ 10 callers
Function
spawn
(f: F)
ikari/src/thread.rs:4
↓ 9 callers
Function
bind_pbr_material
( base_renderer: &BaseRenderer, renderer_constant_data: &RendererConstantData, textures: &[Texture
ikari/src/asset_loader.rs:1152
↓ 9 callers
Method
resize
(&mut self, framebuffer_size: winit::dpi::PhysicalSize<u32>, scale_factor: f64)
ikari/src/ui.rs:113
↓ 9 callers
Method
resolve
(&self)
ikari/src/file_manager.rs:30
↓ 9 callers
Method
set_rotation
(&mut self, new_rotation: Quat)
ikari/src/transform.rs:56
↓ 8 callers
Method
chunks
(&self)
ikari/src/buffer.rs:215
↓ 8 callers
Method
draw
( &self, _state: &Self::State, renderer: &iced::Renderer, _theme: &iced::Theme
example_game/src/ui_overlay.rs:745
↓ 8 callers
Method
format
(&self)
ikari/src/renderer.rs:478
↓ 8 callers
Method
stride
(&self)
ikari/src/buffer.rs:77
↓ 7 callers
Function
look_in_dir
this gives a coordinate frame for an object that points in direction dir. you can use it to point a model in direction dir from position eye_pos. to m
ikari/src/transform.rs:326
↓ 7 callers
Method
name
(mut self, name: Option<String>)
ikari/src/scene.rs:645
↓ 7 callers
Method
remove_node
(&mut self, node_id: GameNodeId)
ikari/src/scene.rs:532
↓ 6 callers
Function
assert_node_exists
(scene: &Scene, node_id: GameNodeId)
ikari/src/scene.rs:733
↓ 6 callers
Method
buffer
(&self)
ikari/src/buffer.rs:211
↓ 6 callers
Method
iter_children
(&self, first_child_index: usize)
ikari/src/scene_tree.rs:176
↓ 6 callers
Method
replace
(&mut self, chunks: impl Iterator<Item = (ID, Box<[T]>)>, alignment: usize)
ikari/src/buffer.rs:156
↓ 6 callers
Method
set_scale
(&mut self, new_scale: Vec3)
ikari/src/transform.rs:61
↓ 6 callers
Method
update
(&mut self, dt: f64)
example_game/src/ball.rs:50
↓ 6 callers
Method
write
returns true if the buffer was resized
ikari/src/buffer.rs:98
↓ 5 callers
Function
build_cubemap_face_camera_views
( position: Vec3, near_plane_distance: f32, far_plane_distance: f32, reverse_z: bool, )
ikari/src/camera.rs:172
↓ 5 callers
Method
capacity_bytes
(&self)
ikari/src/buffer.rs:93
↓ 5 callers
Method
contains_point
(&self, point: Vec3)
ikari/src/collisions.rs:137
↓ 5 callers
Method
exit
(&self)
ikari/src/asset_loader.rs:149
↓ 5 callers
Method
get_default_texture
( &self, default_texture_type: DefaultTextureType, )
ikari/src/renderer.rs:753
↓ 5 callers
Method
merge_scene
( &mut self, renderer_data: &mut RendererData, mut other_loaded_scene: BindedScene,
ikari/src/scene.rs:265
↓ 5 callers
Function
texture_path_to_compressed_path
(path: &GameFilePath)
ikari/src/texture_compression.rs:37
↓ 5 callers
Method
to_vector
(self)
ikari/src/player_controller.rs:55
↓ 4 callers
Method
aabb
it's a loose octree, so the base_aabb shouldn't be used for intersection tests, only subdivision see Real-Time Collision Detection, section 7.3.6
ikari/src/scene_tree.rs:285
↓ 4 callers
Method
append_image
(&mut self, raw_image: RawImage)
ikari/src/raw_image.rs:124
↓ 4 callers
Function
apply_render_scale
(dimension: u32, render_scale: f32)
ikari/src/texture.rs:1255
↓ 4 callers
Function
assert_node_doesnt_exist
(scene: &Scene, node_id: GameNodeId)
ikari/src/scene.rs:737
↓ 4 callers
Method
biggest_chunk_length
(&self)
ikari/src/buffer.rs:223
↓ 4 callers
Method
complete
(self)
ikari/src/raw_image.rs:146
↓ 4 callers
Method
destroy
(&self)
ikari/src/buffer.rs:120
↓ 4 callers
Method
get_global_transform_for_node
( &self, node_id: GameNodeId, )
ikari/src/scene.rs:406
↓ 4 callers
Method
get_isometry
(&self)
ikari/src/collisions.rs:395
↓ 4 callers
Function
io_error
(err: &str)
ikari/src/file_manager.rs:401
↓ 4 callers
Method
lerp
(&self, other: &Self, alpha: f32)
example_game/src/ball.rs:93
↓ 4 callers
Function
oct_encode_unit_vector
https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/ https://cesium.com/blog/2015/05/18/vertex-compression/ https://jcgt.org
ikari/src/mesh.rs:70
↓ 4 callers
Function
option_subtract
(end: Option<Instant>, start: Option<Instant>)
ikari/src/time_tracker.rs:134
↓ 4 callers
Method
position
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/mesh.rs:307
↓ 4 callers
Method
tex_coord
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/mesh.rs:316
↓ 4 callers
Method
to_basic_mesh
(&self)
ikari/src/collisions.rs:449
↓ 4 callers
Method
transcode_image
( &self, img_bytes: &[u8], is_srgb: bool, is_normal_map: bool,
ikari/src/texture_compression.rs:190
↓ 3 callers
Method
active
(&self, style: &Self::Style)
example_game/src/ui_overlay.rs:382
↓ 3 callers
Method
as_convex_polyhedron
this is SLOW. takes about 2 microseconds. consider caching the result
ikari/src/collisions.rs:373
↓ 3 callers
Function
build_cubemap_face_camera_view_directions
()
ikari/src/camera.rs:153
↓ 3 callers
Method
center
(&self)
ikari/src/collisions.rs:102
↓ 3 callers
Method
get_node_bounding_sphere_opt
(&self, node_id: GameNodeId)
ikari/src/scene.rs:357
↓ 3 callers
Method
get_state
(&self)
ikari/src/ui.rs:215
↓ 3 callers
Method
increment_speed
(&mut self, increase: bool)
ikari/src/player_controller.rs:140
↓ 3 callers
Method
last_frame_times
(&self)
ikari/src/time_tracker.rs:97
↓ 3 callers
Function
lerp
(from: f32, to: f32, alpha: f32)
ikari/src/math.rs:9
↓ 3 callers
Method
next_asset_id
(&self)
ikari/src/asset_loader.rs:153
↓ 3 callers
Method
node_count
(&self)
ikari/src/scene.rs:544
↓ 3 callers
Method
planes
(&self)
ikari/src/collisions.rs:219
↓ 3 callers
Method
rebuild_skeleton_parent_index_maps
(&mut self)
ikari/src/scene.rs:211
↓ 3 callers
Method
root
(&self)
ikari/src/scene_tree.rs:84
↓ 3 callers
Function
sleep
(dur: Duration)
ikari/src/thread.rs:27
↓ 3 callers
Function
sleep_async
(dur: Duration)
ikari/src/thread.rs:31
↓ 3 callers
Function
start
()
example_game/src/main.rs:26
↓ 3 callers
Method
to_bytes
only works if the texture had the COPY_SRC usage set at creation returns one byte array per image (to account for arrays/cubemaps) including mips if a
ikari/src/texture.rs:210
↓ 2 callers
Method
aabb
(&self)
ikari/src/collisions.rs:209
↓ 2 callers
Method
aabb_intersection_test
See https://www.flipcode.com/archives/Frustum_Culling.shtml Frustrum::ContainsAaBox
ikari/src/collisions.rs:242
↓ 2 callers
Method
apply_isometry
(&mut self, isometry: Isometry<f64>)
ikari/src/transform.rs:87
↓ 2 callers
Method
as_isometry
(&self)
ikari/src/transform.rs:101
↓ 2 callers
Function
bind_index_buffer
( base_renderer: &BaseRenderer, indices: &BindableIndices, )
ikari/src/asset_loader.rs:1202
↓ 2 callers
Function
bind_mesh
( base_renderer: &BaseRenderer, mesh: &BindableGeometryBuffers, )
ikari/src/asset_loader.rs:1122
↓ 2 callers
Function
bind_skybox
( base_renderer: &BaseRenderer, renderer_constant_data: &RendererConstantData, bindable_skybox: Bi
ikari/src/asset_loader.rs:958
↓ 2 callers
Function
bind_texture
( base_renderer: &BaseRenderer, bindable_texture: &BindableTexture, )
ikari/src/asset_loader.rs:1103
↓ 2 callers
Function
bind_wireframe_mesh
( base_renderer: &BaseRenderer, wireframe_mesh: &BindableWireframeMesh, )
ikari/src/asset_loader.rs:1191
↓ 2 callers
Function
build_mesh_bounding_sphere
( mesh_index: usize, global_transform: &crate::transform::Transform, renderer_data: &RendererData,
ikari/src/scene.rs:557
↓ 2 callers
Method
collider
(&self)
ikari/src/renderer.rs:385
↓ 2 callers
Method
compress_raw_float_image
floating point texture format isn't yet supported by basisu. see https://github.com/BinomialLLC/basis_universal/issues/310
ikari/src/texture_compression.rs:14
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