pub struct Fluid {
pub moved: bool,
/* private fields */
}Fields§
§moved: boolImplementations§
Source§impl Fluid
impl Fluid
pub fn inspect(&self, device: &Device, queue: &Queue) -> FluidState
pub fn inspect_row( &self, device: &Device, queue: &Queue, row: u32, ) -> FluidState
Source§impl Fluid
impl Fluid
pub fn new(device: &Device, desc: FluidDesc) -> Self
pub fn height(&self) -> &TextureView
pub fn edge_view(&self) -> &TextureView
pub fn edge_texture(&self) -> &Texture
pub fn settle(&self) -> f32
pub fn height_texture(&self) -> &Texture
pub fn particles_buffer(&self) -> &Buffer
pub fn cell_counts(&self) -> &Buffer
pub fn cell_starts(&self) -> &Buffer
pub fn cell_items(&self) -> &Buffer
pub fn particle_count(&self) -> u32
pub fn set_wires(&mut self, segments: &[[f32; 4]], wire: Wire)
pub fn set_smoothing(&mut self, smoothing: Smoothing)
pub fn set_outline(&mut self, outline: Outline)
pub fn set_field( &mut self, segments: &[[f32; 4]], wire: [f32; 3], smoothing: [f32; 3], outline: [f32; 8], )
pub fn sync(&mut self, queue: &Queue, pours: &[Pour], dt: f32)
pub fn step( &mut self, device: &Device, queue: &Queue, dt: f32, time: f32, calm: f32, field: bool, )
pub fn encode( &mut self, queue: &Queue, encoder: &mut CommandEncoder, dt: f32, time: f32, calm: f32, field: bool, profiler: Option<&mut GpuProfiler>, )
Auto Trait Implementations§
impl Freeze for Fluid
impl !RefUnwindSafe for Fluid
impl Send for Fluid
impl Sync for Fluid
impl Unpin for Fluid
impl UnsafeUnpin for Fluid
impl !UnwindSafe for Fluid
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