pub struct RenderExtractedVisibleEntitiesClass {
pub entities: Vec<(Entity, MainEntity)>,
}Expand description
The entities that the CPU has determined are visible from a single view or
subview, for a single VisibilityClass.
Mesh entities that have NoCpuCulling components aren’t in this list.
Instead, collect_gpu_culled_meshes fetches them directly
from the RenderGpuCulledEntities table in order to update the
RenderVisibleEntitiesClass.
The crate::camera::extract_cameras and extract_lights systems populate
this object, and the collect_visible_cpu_culled_entities system reads it.
Fields§
§entities: Vec<(Entity, MainEntity)>A sorted list of entities that don’t have NoCpuCulling components
and are visible from this view or subview.
Trait Implementations§
Source§impl Clone for RenderExtractedVisibleEntitiesClass
impl Clone for RenderExtractedVisibleEntitiesClass
Source§fn clone(&self) -> RenderExtractedVisibleEntitiesClass
fn clone(&self) -> RenderExtractedVisibleEntitiesClass
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Default for RenderExtractedVisibleEntitiesClass
impl Default for RenderExtractedVisibleEntitiesClass
Source§fn default() -> RenderExtractedVisibleEntitiesClass
fn default() -> RenderExtractedVisibleEntitiesClass
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for RenderExtractedVisibleEntitiesClass
impl RefUnwindSafe for RenderExtractedVisibleEntitiesClass
impl Send for RenderExtractedVisibleEntitiesClass
impl Sync for RenderExtractedVisibleEntitiesClass
impl Unpin for RenderExtractedVisibleEntitiesClass
impl UnsafeUnpin for RenderExtractedVisibleEntitiesClass
impl UnwindSafe for RenderExtractedVisibleEntitiesClass
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
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