Struct bevy::sprite::ExtractedSprite
source · pub struct ExtractedSprite {
pub transform: GlobalTransform,
pub color: LinearRgba,
pub rect: Option<Rect>,
pub custom_size: Option<Vec2>,
pub image_handle_id: AssetId<Image>,
pub flip_x: bool,
pub flip_y: bool,
pub anchor: Vec2,
pub original_entity: Option<Entity>,
}Fields§
§transform: GlobalTransform§color: LinearRgba§rect: Option<Rect>Select an area of the texture
custom_size: Option<Vec2>Change the on-screen size of the sprite
image_handle_id: AssetId<Image>Asset ID of the Image of this sprite
PERF: storing an AssetId instead of Handle<Image> enables some optimizations (ExtractedSprite becomes Copy and doesn’t need to be dropped)
flip_x: bool§flip_y: bool§anchor: Vec2§original_entity: Option<Entity>For cases where additional ExtractedSprites are created during extraction, this stores the
entity that caused that creation for use in determining visibility.
Auto Trait Implementations§
impl Freeze for ExtractedSprite
impl RefUnwindSafe for ExtractedSprite
impl Send for ExtractedSprite
impl Sync for ExtractedSprite
impl Unpin for ExtractedSprite
impl UnwindSafe for ExtractedSprite
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source§impl<T, U> AsBindGroupShaderType<U> for T
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T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.source§impl<T> BorrowMut<T> for Twhere
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