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pub struct Render { /* private fields */ }
Expand description

Render component.

Lets you configure the look of a entity by assigning a mesh. Usually accessed through entity.render().

Implementations

Returns a ValueAccessor for the shape used by the entity.

Used to set/get the shape. Sets which render shape is attached to the render component of this entity (assuming it has one).

Returns a ValueAccessor for the mesh used by the entity.

Used to set the mesh Sets which mesh is attached to the render component of this entity (assuming it has one).

Returns a ValueAccessor for the optional mesh style.

Used to set/get the mesh style. See MeshStyle.

Controls whether the entity will be rendered or not.

Returns a ValueAccessor for the set of player ids this mesh should be displayed for.

Used to set/get the player id set. Sets which player id set is attached to the render component of this entity (assuming it has one).

Returns a ValueAccessor for setting dynamic data that is passed to the render module. Data is expected to be of type “Binary”

Used to set/get the dynamic data. The dynamic data is only used if the render component has the Shape RenderModule.

Used to set a mesh that this render component should render.

Trait Implementations

The type of the component, as a ComponentType enum.

Adopt an Entity, wrap in a component struct.

Get the entity that the component belongs to.

Formats the value using the given formatter. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.