pub struct RenderGpuCulledEntities {
pub entities: HashMap<MainEntity, RenderLayers, EntityHash>,
pub added: Vec<MainEntity>,
pub removed: Vec<MainEntity>,
pub changed_layers: Vec<MainEntity>,
}Expand description
A resource, part of the render world, that stores all entities that are
potentially-visible and have NoCpuCulling components.
Even though this resource exists, individual views still have their own lists of all GPU-culled entities, because render layers can alter the set of entities visible to each view.
Fields§
§entities: HashMap<MainEntity, RenderLayers, EntityHash>A mapping from each potentially-visible entity to the render layers it’s part of.
added: Vec<MainEntity>A list of all entities with GPU culling (and no CPU culling) that became potentially visible in some view this frame.
This also includes entities that changed from CPU culling to GPU culling.
Unlike the corresponding field in
bevy_render::view::visibility::RenderVisibleEntitiesClass, this list
is not necessarily sorted.
removed: Vec<MainEntity>A list of all entities with GPU culling that were either despawned or otherwise became definitely invisible this frame.
This also includes entities that changed from GPU culling to CPU culling.
Unlike the corresponding field in
bevy_render::view::visibility::RenderVisibleEntitiesClass, this list
is not necessarily sorted.
changed_layers: Vec<MainEntity>A list of all entities with GPU culling that changed the set of render layers they belong to this frame.
Implementations§
Source§impl RenderGpuCulledEntities
impl RenderGpuCulledEntities
Sourcepub fn prepare_for_new_frame(&mut self)
pub fn prepare_for_new_frame(&mut self)
Clears out the sets of newly-added entities, newly-removed entities, and entities that newly changed render layers in preparation for a new frame.
Sourcepub fn update(
&mut self,
new_entity: MainEntity,
render_layers: RenderLayers,
no_cpu_culling: bool,
)
pub fn update( &mut self, new_entity: MainEntity, render_layers: RenderLayers, no_cpu_culling: bool, )
Records that an entity became newly-visible or changed its set of layers this frame.
The render_layers argument specifies the set of render layers that the
entity belongs to.
Sourcepub fn remove(&mut self, old_entity: MainEntity)
pub fn remove(&mut self, old_entity: MainEntity)
Records that an entity became newly-invisible this frame.
Trait Implementations§
Source§impl Component for RenderGpuCulledEntities
impl Component for RenderGpuCulledEntities
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<RenderGpuCulledEntities>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<RenderGpuCulledEntities>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
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 moreSource§impl Default for RenderGpuCulledEntities
impl Default for RenderGpuCulledEntities
Source§fn default() -> RenderGpuCulledEntities
fn default() -> RenderGpuCulledEntities
impl Resource for RenderGpuCulledEntities
Auto Trait Implementations§
impl Freeze for RenderGpuCulledEntities
impl RefUnwindSafe for RenderGpuCulledEntities
impl Send for RenderGpuCulledEntities
impl Sync for RenderGpuCulledEntities
impl Unpin for RenderGpuCulledEntities
impl UnsafeUnpin for RenderGpuCulledEntities
impl UnwindSafe for RenderGpuCulledEntities
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