pub struct Clusters {
pub tile_size: UVec2,
pub dimensions: UVec3,
pub near: f32,
pub far: f32,
pub last_frame_farthest_z: Option<f32>,
pub last_frame_total_cluster_index_count: Option<usize>,
pub clusterable_objects: ClusterableObjects,
}Expand description
The cluster geometry generated by ClusterConfig.
Fields§
§tile_size: UVec2The dimensions of the rectangle the cluster occupies in screen-space, rounded up to the nearest pixel.
dimensions: UVec3Number of clusters in X / Y / Z in the view frustum
near: f32Distance to the far plane of the first depth slice. The first depth slice is special and explicitly-configured to avoid having unnecessarily many slices close to the camera.
far: f32Distance to the far plane of the last depth slice. This may change depending on ClusterZConfig used.
last_frame_farthest_z: Option<f32>The farthest Z value of any bounding sphere of any clusterable object on the previous frame.
This is used for the ClusterFarZMode::MaxClusterableObjectRange
feature.
last_frame_total_cluster_index_count: Option<usize>The sum of the number of objects that all clusters contained last frame.
This is used for the dynamic_resizing feature, which automatically
grows the number of clusters if clusters have likely become too large.
clusterable_objects: ClusterableObjectsAll objects within the cluster.
Trait Implementations§
Source§impl Component for Clusters
impl Component for Clusters
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
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<Self>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>
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_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 moreAuto Trait Implementations§
impl Freeze for Clusters
impl RefUnwindSafe for Clusters
impl Send for Clusters
impl Sync for Clusters
impl Unpin for Clusters
impl UnsafeUnpin for Clusters
impl UnwindSafe for Clusters
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Source§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>
Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
Source§impl<C> BundleFromComponents for Cwhere
C: Component,
impl<C> BundleFromComponents for Cwhere
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Source§unsafe fn get_components(
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Source§unsafe fn apply_effect(
_ptr: MovingPtr<'_, MaybeUninit<C>>,
_entity: &mut EntityWorldMut<'_>,
)
unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )
Source§impl<T> FromWorld for Twhere
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