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Atmosphere

Struct Atmosphere 

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pub struct Atmosphere {
    pub inner_radius: f32,
    pub outer_radius: f32,
    pub ground_albedo: Vec3,
    pub medium: Handle<ScatteringMedium>,
}
Expand description

Atmosphere for one planet. The entity’s GlobalTransform is the planet center in world space.

Add AtmosphereSettings to each 3D camera that should use it, the nearest atmosphere is used for rendering.

If GlobalTransform is still Default when this component is first added, it is placed radius units directly below the origin on the Y axis, so that the planet’s normal is roughly Vec3::Y around the origin, likely where your camera/scene is located. Unless you’re making a game set in space, this is probably what you want. Otherwise, feel free to override this default by setting a transform manually.

The scale on GlobalTransform rescales the planet in world space. Tune it with the radius offset when your scene uses other units, like kilometer-sized scenes.

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§inner_radius: f32

Radius of the planet

units: m

§outer_radius: f32

Radius at which we consider the atmosphere to ‘end’ for our calculations (from center of planet)

units: m

§ground_albedo: Vec3

An approximation of the average albedo (or color, roughly) of the planet’s surface. This is used when calculating multiscattering.

units: N/A

§medium: Handle<ScatteringMedium>

A handle to a ScatteringMedium, which describes the substance of the atmosphere and how it scatters light.

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impl Atmosphere

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pub fn earth(medium: Handle<ScatteringMedium>) -> Atmosphere

An atmosphere like that of earth. Use this with a ScatteringMedium::earth handle.

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pub fn mars(medium: Handle<ScatteringMedium>) -> Atmosphere

Martian atmosphere; use this with a ScatteringMedium::mars handle.

Mean radius 3389.50 ± 0.2 km Seidelmann et al. 2007, Table 4.

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impl Clone for Atmosphere

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fn clone(&self) -> Atmosphere

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Atmosphere
where Atmosphere: Send + Sync + 'static,

Required Components: GlobalTransform.

A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Atmosphere>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl FromTemplate for Atmosphere

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impl Unpin for Atmosphere
where [()]: for<'a> SpecializeFromTemplate,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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impl<C> DynamicBundle for C
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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