Struct amethyst_renderer::VisibilitySortingSystem [−][src]
pub struct VisibilitySortingSystem { /* fields omitted */ }
Determine what entities are visible to the camera, and which are not. Will also sort transparent entities back to front based on distance from camera.
Note that this should run after GlobalTransform
has been updated for the current frame, and
before rendering occurs.
Methods
impl VisibilitySortingSystem
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impl VisibilitySortingSystem
Trait Implementations
impl<'a> System<'a> for VisibilitySortingSystem
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impl<'a> System<'a> for VisibilitySortingSystem
type SystemData = (Entities<'a>, Write<'a, Visibility>, Option<Read<'a, ActiveCamera>>, ReadStorage<'a, Camera>, ReadStorage<'a, Transparent>, ReadStorage<'a, GlobalTransform>)
The resource bundle required to execute this system. Read more
fn run(
&mut self,
(entities, visibility, active, camera, transparent, global): Self::SystemData
)
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fn run(
&mut self,
(entities, visibility, active, camera, transparent, global): Self::SystemData
)
Executes the system with the required system data. Read more
fn running_time(&self) -> RunningTime
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fn running_time(&self) -> RunningTime
Returns a hint how long the system needs for running. This is used to optimize the way they're executed (might allow more parallelization). Read more
fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
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fn accessor(&'b self) -> AccessorCow<'a, 'b, Self>
Return the accessor from the [SystemData
].
fn setup(&mut self, res: &mut Resources)
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fn setup(&mut self, res: &mut Resources)
Sets up the Resources
using Self::SystemData::setup
.
Auto Trait Implementations
impl Send for VisibilitySortingSystem
impl Send for VisibilitySortingSystem
impl Sync for VisibilitySortingSystem
impl Sync for VisibilitySortingSystem