pub struct MaterialMeshBundle<M>where
M: Material,{
pub mesh: Mesh3d,
pub material: MeshMaterial3d<M>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
}
๐Deprecated since 0.15.0: Use the
Mesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.Expand description
A component bundle for entities with a Mesh3d
and a MeshMaterial3d
.
Fieldsยง
ยงmesh: Mesh3d
๐Deprecated since 0.15.0: Use the
ยงMesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.material: MeshMaterial3d<M>
๐Deprecated since 0.15.0: Use the
ยงMesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.transform: Transform
๐Deprecated since 0.15.0: Use the
ยงMesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.global_transform: GlobalTransform
๐Deprecated since 0.15.0: Use the
ยงMesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.visibility: Visibility
๐Deprecated since 0.15.0: Use the
Mesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.User indication of whether an entity is visible
inherited_visibility: InheritedVisibility
๐Deprecated since 0.15.0: Use the
Mesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.Inherited visibility of an entity.
view_visibility: ViewVisibility
๐Deprecated since 0.15.0: Use the
Mesh3d
and MeshMaterial3d
components instead. Inserting them will now also insert the other components required by them automatically.Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
Trait Implementationsยง
Sourceยงimpl<M> Bundle for MaterialMeshBundle<M>where
M: Material,
impl<M> Bundle for MaterialMeshBundle<M>where
M: Material,
Sourceยงfn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
Sourceยงfn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle
.Sourceยงimpl<M> Clone for MaterialMeshBundle<M>
impl<M> Clone for MaterialMeshBundle<M>
Sourceยงfn clone(&self) -> MaterialMeshBundle<M>
fn clone(&self) -> MaterialMeshBundle<M>
Returns a copy of the value. Read more
1.0.0 ยท Sourceยงfn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSourceยงimpl<M> Default for MaterialMeshBundle<M>where
M: Material,
impl<M> Default for MaterialMeshBundle<M>where
M: Material,
Sourceยงfn default() -> MaterialMeshBundle<M>
fn default() -> MaterialMeshBundle<M>
Returns the โdefault valueโ for a type. Read more
impl<M> DynamicBundle for MaterialMeshBundle<M>where
M: Material,
Auto Trait Implementationsยง
impl<M> Freeze for MaterialMeshBundle<M>
impl<M> !RefUnwindSafe for MaterialMeshBundle<M>
impl<M> Send for MaterialMeshBundle<M>
impl<M> Sync for MaterialMeshBundle<M>
impl<M> Unpin for MaterialMeshBundle<M>
impl<M> !UnwindSafe for MaterialMeshBundle<M>
Blanket Implementationsยง
Sourceยงimpl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Sourceยงfn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.Sourceยงimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Sourceยงfn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Sourceยงimpl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Sourceยงimpl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Sourceยงfn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.Sourceยงfn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Sourceยงfn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
โs vtable from &Trait
โs.Sourceยงfn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
โs vtable from &mut Trait
โs.Sourceยงimpl<T> DowncastSync for T
impl<T> DowncastSync for T
Sourceยงimpl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Sourceยงfn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
Sourceยงimpl<T> Instrument for T
impl<T> Instrument for T
Sourceยงfn instrument(self, span: Span) -> Instrumented<Self> โ
fn instrument(self, span: Span) -> Instrumented<Self> โ
Sourceยงfn in_current_span(self) -> Instrumented<Self> โ
fn in_current_span(self) -> Instrumented<Self> โ
Sourceยงimpl<T> IntoEither for T
impl<T> IntoEither for T
Sourceยงfn into_either(self, into_left: bool) -> Either<Self, Self> โ
fn into_either(self, into_left: bool) -> Either<Self, Self> โ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSourceยงfn into_either_with<F>(self, into_left: F) -> Either<Self, Self> โ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> โ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more