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github.com/Davidster/ikari
/ functions
Functions
474 in github.com/Davidster/ikari
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Functions
474
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Types & classes
179
Method
make_wireframe_index_buffer_for_basic_mesh_impl
( device: &wgpu::Device, mesh: &BasicMesh, )
ikari/src/renderer.rs:3160
Method
mul
(self, rhs: Self)
ikari/src/transform.rs:197
Method
new
()
ikari/src/transform.rs:210
Method
new
(root: Option<PathBuf>)
ikari/src/file_manager.rs:36
Method
new
(device_sample_rate: u32, file_path: GameFilePath)
ikari/src/audio.rs:418
Method
new
(val: T)
ikari/src/mutex.rs:10
Method
new
()
ikari/src/buffer.rs:141
Method
new
( window: &Window, device: &wgpu::Device, queue: &wgpu::Queue, surface_format:
ikari/src/ui.rs:48
Method
new
( nodes_desc: Vec<IndexedGameNodeDesc>, indexed_skins: Vec<IndexedSkin>, animations: V
ikari/src/scene.rs:130
Method
new
(enable_audio: bool)
ikari/src/engine_state.rs:27
Method
new
( physics_state: &mut PhysicsState, speed: f32, position: Vec3, view_direction
ikari/src/player_controller.rs:67
Method
new
(start: Instant)
ikari/src/time_tracker.rs:31
Method
new
(light: &DirectionalLight)
ikari/src/renderer.rs:159
Method
new
(audio_manager: Arc<Mutex<Box<dyn AudioManager>>>)
ikari/src/asset_loader.rs:132
Method
new
(raw_image: RawImage)
ikari/src/raw_image.rs:96
Method
new
()
ikari/src/physics.rs:28
Method
new
(value: T)
ikari/src/wasm_not_sync.rs:39
Method
new
(transform: Mat4, pbr_params: DynamicPbrParams)
ikari/src/mesh.rs:172
Method
new
(_window: Arc<winit::window::Window>)
ikari/src/web_canvas_manager.rs:9
Method
new
(old_scene_tree: Option<SceneTree>)
ikari/src/scene_tree.rs:65
Method
new
( scene: &mut Scene, physics_state: &mut PhysicsState, mesh: GameNodeVisual, p
example_game/src/physics_ball.rs:19
Method
new
(position: Vec2, direction: Vec2, radius: f32, speed: f32)
example_game/src/ball.rs:18
Method
new
(window: &winit::window::Window)
example_game/src/ui_overlay.rs:688
Method
new
( scene: &mut Scene, physics_state: &mut PhysicsState, renderer_constant_data: &Render
example_game/src/character.rs:22
Method
new
( scene: &mut Scene, camera_node_id: GameNodeId, model_node_id: GameNodeId, an
example_game/src/revolver.rs:32
Method
new_random
( scene: &mut Scene, physics_state: &mut PhysicsState, mesh: GameNodeVisual, )
example_game/src/physics_ball.rs:68
Method
normal
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/gltf_loader.rs:1022
Method
normal
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/mesh.rs:312
Method
num_faces
(&self)
ikari/src/gltf_loader.rs:1010
Method
num_vertices_of_face
(&self, _face_index: usize)
ikari/src/gltf_loader.rs:1014
Method
num_vertices_of_face
(&self, _face_index: usize)
ikari/src/mesh.rs:303
Method
offscreen
(backends: wgpu::Backends, dxc_path: Option<PathBuf>)
ikari/src/renderer.rs:607
Method
orthographic
( transform: Transform, width: f32, height: f32, near_plane_distance: f32,
ikari/src/camera.rs:72
Function
panic_hook
(info: &std::panic::PanicInfo)
example_game/src/main.rs:203
Method
partially_contains_sphere
Returns true if the Aabb fully contains or partially contains the sphere
ikari/src/collisions.rs:147
Method
perspective
( transform: Transform, aspect_ratio: f32, near_plane_distance: f32, far_plane
ikari/src/camera.rs:44
Method
point_cloud_in_frustum
(&self, focal_point: Vec3, forward_vector: Vec3)
ikari/src/collisions.rs:299
Method
prepare_and_cull_instances
( engine_state: &EngineState, data: &mut RendererData, private_data: &mut RendererPriv
ikari/src/renderer.rs:5765
Method
pressed
(&self, style: &Self::Style)
example_game/src/ui_overlay.rs:399
Method
rand
()
example_game/src/ball.rs:35
Method
read_to_end
(path: &GameFilePath, buf: &mut Vec<u8>)
ikari/src/file_manager.rs:59
Method
read_to_string
(path: &GameFilePath)
ikari/src/file_manager.rs:66
Method
read_whole_request_body
( request: gloo_net::http::RequestBuilder, output_response_buffer: &mut Vec<u8>,
ikari/src/file_manager.rs:150
Method
read_whole_request_body_internal
( request: gloo_net::http::RequestBuilder, output_response_buffer: &mut Vec<u8>,
ikari/src/file_manager.rs:159
Function
removing_nodes_invalidates_ids
()
ikari/src/scene.rs:701
Method
render_pbr_meshes
( data: &'a RendererData, private_data: &'a RendererPrivateData, render_pass: &mut wgp
ikari/src/renderer.rs:5682
Function
run
(args: TextureCompressorArgs)
clikari/src/texture_compressor.rs:25
Method
run_producer_loop
(inner: Arc<Mutex<HttpFileStreamerSyncInner>>)
ikari/src/file_manager.rs:279
Method
run_producer_loop_inner
( inner: Arc<Mutex<HttpFileStreamerSyncInner>>, )
ikari/src/file_manager.rs:286
Method
scale_translate
(&self, mut scale: Vec3, translation: Vec3)
ikari/src/collisions.rs:190
Method
seek
(&mut self, pos: std::io::SeekFrom)
ikari/src/file_manager.rs:369
Method
set_sound_volume
(&mut self, sound_index: usize, volume: f32)
ikari/src/audio.rs:544
Method
set_tangent_encoded
( &mut self, tangent: [f32; 4], face_index: usize,
ikari/src/gltf_loader.rs:1030
Method
set_tangent_encoded
( &mut self, tangent: [f32; 4], face_index: usize,
ikari/src/mesh.rs:321
Method
skin_index
(mut self, skin_index: Option<usize>)
ikari/src/scene.rs:635
Method
spawn_audio_streaming_thread
( is_exiting: Arc<AtomicBool>, audio_manager: Arc<Mutex<Box<dyn AudioManager>>>, sound
ikari/src/asset_loader.rs:289
Method
tex_coord
(&self, face_index: usize, face_vertex_index: usize)
ikari/src/gltf_loader.rs:1026
Method
to_aabb_list
(&self)
ikari/src/scene_tree.rs:247
Method
transform
(&self, physics_state: &PhysicsState)
ikari/src/player_controller.rs:362
Method
transparent_color
(color: iced::Color, alpha: f32)
example_game/src/ui_overlay.rs:374
Method
try_lock
(&self)
ikari/src/mutex.rs:20
Method
try_lock
(&self)
ikari/src/wasm_not_sync.rs:52
Method
unbind_mesh
(data: &RendererData, mesh_index: usize)
ikari/src/renderer.rs:3079
Method
update
(&mut self, physics_state: &mut PhysicsState)
ikari/src/player_controller.rs:272
Method
update
( &self, base_renderer: WasmNotArc<BaseRenderer>, renderer_constant_data: WasmNotArc<R
ikari/src/asset_loader.rs:471
Method
update
(&self, scene: &mut Scene, physics_state: &mut PhysicsState)
example_game/src/physics_ball.rs:82
Method
update
(&mut self, message: Message)
example_game/src/ui_overlay.rs:807
Method
update
(&mut self, player_view_direction: ControlledViewDirection, scene: &mut Scene)
example_game/src/revolver.rs:72
Function
update_game_state
( GameContext { game_state, engine_state, renderer, surface_data,
example_game/src/game.rs:1323
Method
view
(&self)
example_game/src/ui_overlay.rs:1006
Method
view_forward_vector
(&self)
ikari/src/player_controller.rs:379
Method
volume
(&self)
ikari/src/collisions.rs:93
Method
with_capacity
(raw_image: RawImage, capacity: usize)
ikari/src/raw_image.rs:112
Method
with_window
( backends: wgpu::Backends, dxc_path: Option<PathBuf>, window: Arc<winit::window::Wind
ikari/src/renderer.rs:613
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