pub struct RenderExtractedVisibleEntities {
pub classes: IndexMap<TypeId, RenderExtractedVisibleEntitiesClass, NoOpHash>,
}Expand description
The entities that the CPU has determined are visible from a single view or subview.
This component is only placed directly on camera entities. Lights instead
have a RenderExtractedShadowMapVisibleEntities component that contains
one or more RenderExtractedVisibleEntities components, one for each
cascade or cubemap side.
Mesh entities with NoCpuCulling aren’t present in this table. Instead,
collect_gpu_culled_meshes fetches them directly from the
RenderGpuCulledEntities list.
The crate::camera::extract_cameras and extract_lights systems populate
this object, and the collect_visible_cpu_culled_entities system reads it.
Fields§
§classes: IndexMap<TypeId, RenderExtractedVisibleEntitiesClass, NoOpHash>Entities that the CPU has determined to be visible from this view or
subview, sorted by VisibilityClass.
Trait Implementations§
Source§impl Clone for RenderExtractedVisibleEntities
impl Clone for RenderExtractedVisibleEntities
Source§fn clone(&self) -> RenderExtractedVisibleEntities
fn clone(&self) -> RenderExtractedVisibleEntities
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for RenderExtractedVisibleEntities
impl Component for RenderExtractedVisibleEntities
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
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while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
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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<RenderExtractedVisibleEntities>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<RenderExtractedVisibleEntities>>
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_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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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 RenderExtractedVisibleEntities
impl Default for RenderExtractedVisibleEntities
Source§fn default() -> RenderExtractedVisibleEntities
fn default() -> RenderExtractedVisibleEntities
Auto Trait Implementations§
impl Freeze for RenderExtractedVisibleEntities
impl RefUnwindSafe for RenderExtractedVisibleEntities
impl Send for RenderExtractedVisibleEntities
impl Sync for RenderExtractedVisibleEntities
impl Unpin for RenderExtractedVisibleEntities
impl UnsafeUnpin for RenderExtractedVisibleEntities
impl UnwindSafe for RenderExtractedVisibleEntities
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