pub struct MeshesToReextractNextFrame(/* private fields */);Expand description
Holds a list of meshes that couldn’t be extracted this frame because their materials weren’t prepared yet.
On subsequent frames, we try to reextract those meshes.
Methods from Deref<Target = HashSet<MainEntity, EntityHash>>§
Sourcepub fn iter(&self) -> Iter<'_, T> ⓘ
pub fn iter(&self) -> Iter<'_, T> ⓘ
An iterator visiting all elements in arbitrary order.
The iterator element type is &'a T.
Refer to iter for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
map.insert("bar");
map.insert("baz");
for value in map.iter() {
// "foo", "bar", "baz"
// Note that the above order is not guaranteed
}Sourcepub fn drain(&mut self) -> Drain<'_, T> ⓘ
pub fn drain(&mut self) -> Drain<'_, T> ⓘ
Clears the set, returning all elements in an iterator.
Refer to drain for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
map.insert("bar");
map.insert("baz");
for value in map.drain() {
// "foo", "bar", "baz"
// Note that the above order is not guaranteed
}
assert!(map.is_empty());Sourcepub fn extract_if<F>(&mut self, f: F) -> ExtractIf<'_, T, F> ⓘ
pub fn extract_if<F>(&mut self, f: F) -> ExtractIf<'_, T, F> ⓘ
Drains elements which are true under the given predicate, and returns an iterator over the removed items.
Refer to extract_if for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
map.insert("bar");
map.insert("baz");
let extracted = map
.extract_if(|value| *value == "baz")
.collect::<Vec<_>>();
assert_eq!(map.len(), 2);
assert_eq!(extracted.len(), 1);Sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Clears the set, removing all values.
Refer to clear for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
map.insert("bar");
map.insert("baz");
map.clear();
assert!(map.is_empty());Examples found in repository?
310fn process_inputs(
311 mut action_state: ResMut<ActionState>,
312 keyboard_input: Res<ButtonInput<KeyCode>>,
313 gamepad_input: Query<&Gamepad>,
314) {
315 action_state.pressed_actions.clear();
316
317 for action in DirectionalNavigationAction::variants() {
318 if keyboard_input.just_pressed(action.keycode()) {
319 action_state.pressed_actions.insert(action);
320 }
321 }
322
323 for gamepad in gamepad_input.iter() {
324 for action in DirectionalNavigationAction::variants() {
325 if gamepad.just_pressed(action.gamepad_button()) {
326 action_state.pressed_actions.insert(action);
327 }
328 }
329 }
330}More examples
682fn process_inputs(
683 mut action_state: ResMut<ActionState>,
684 keyboard_input: Res<ButtonInput<KeyCode>>,
685 gamepad_input: Query<&Gamepad>,
686) {
687 action_state.pressed_actions.clear();
688
689 for action in DirectionalNavigationAction::variants() {
690 if keyboard_input.just_pressed(action.keycode()) {
691 action_state.pressed_actions.insert(action);
692 }
693 }
694
695 for gamepad in gamepad_input.iter() {
696 for action in DirectionalNavigationAction::variants() {
697 if gamepad.just_pressed(action.gamepad_button()) {
698 action_state.pressed_actions.insert(action);
699 }
700 }
701 }
702}500fn extract_camera_phases(
501 mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
502 cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
503 mut live_entities: Local<HashSet<RetainedViewEntity>>,
504) {
505 live_entities.clear();
506 for (main_entity, camera) in &cameras {
507 if !camera.is_active {
508 continue;
509 }
510 // This is the main camera, so we use the first subview index (0)
511 let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
512
513 stencil_phases.prepare_for_new_frame(retained_view_entity);
514 live_entities.insert(retained_view_entity);
515 }
516
517 // Clear out all dead views.
518 stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
519}Sourcepub fn hasher(&self) -> &S
pub fn hasher(&self) -> &S
Returns a reference to the set’s BuildHasher.
Refer to hasher for further details.
Sourcepub fn reserve(&mut self, additional: usize)
pub fn reserve(&mut self, additional: usize)
Reserves capacity for at least additional more elements to be inserted
in the HashSet. The collection may reserve more space to avoid
frequent reallocations.
Refer to reserve for further details.
§Examples
let mut map = HashSet::with_capacity(5);
assert!(map.capacity() >= 5);
map.reserve(10);
assert!(map.capacity() - map.len() >= 10);Sourcepub fn try_reserve(&mut self, additional: usize) -> Result<(), TryReserveError>
pub fn try_reserve(&mut self, additional: usize) -> Result<(), TryReserveError>
Tries to reserve capacity for at least additional more elements to be inserted
in the given HashSet<K,V>. The collection may reserve more space to avoid
frequent reallocations.
Refer to try_reserve for further details.
§Examples
let mut map = HashSet::with_capacity(5);
assert!(map.capacity() >= 5);
map.try_reserve(10).expect("Out of Memory!");
assert!(map.capacity() - map.len() >= 10);Sourcepub fn shrink_to_fit(&mut self)
pub fn shrink_to_fit(&mut self)
Shrinks the capacity of the set as much as possible. It will drop down as much as possible while maintaining the internal rules and possibly leaving some space in accordance with the resize policy.
Refer to shrink_to_fit for further details.
§Examples
let mut map = HashSet::with_capacity(5);
map.insert("foo");
map.insert("bar");
map.insert("baz");
assert!(map.capacity() >= 5);
map.shrink_to_fit();
assert_eq!(map.capacity(), 3);Sourcepub fn shrink_to(&mut self, min_capacity: usize)
pub fn shrink_to(&mut self, min_capacity: usize)
Shrinks the capacity of the set with a lower limit. It will drop down no lower than the supplied limit while maintaining the internal rules and possibly leaving some space in accordance with the resize policy.
Refer to shrink_to for further details.
Sourcepub fn difference<'a>(
&'a self,
other: &'a HashSet<T, S>,
) -> Difference<'a, T, S> ⓘ
pub fn difference<'a>( &'a self, other: &'a HashSet<T, S>, ) -> Difference<'a, T, S> ⓘ
Visits the values representing the difference,
i.e., the values that are in self but not in other.
Refer to difference for further details.
Sourcepub fn symmetric_difference<'a>(
&'a self,
other: &'a HashSet<T, S>,
) -> SymmetricDifference<'a, T, S> ⓘ
pub fn symmetric_difference<'a>( &'a self, other: &'a HashSet<T, S>, ) -> SymmetricDifference<'a, T, S> ⓘ
Visits the values representing the symmetric difference,
i.e., the values that are in self or in other but not in both.
Refer to symmetric_difference for further details.
Sourcepub fn intersection<'a>(
&'a self,
other: &'a HashSet<T, S>,
) -> Intersection<'a, T, S> ⓘ
pub fn intersection<'a>( &'a self, other: &'a HashSet<T, S>, ) -> Intersection<'a, T, S> ⓘ
Visits the values representing the intersection,
i.e., the values that are both in self and other.
Refer to intersection for further details.
Sourcepub fn union<'a>(&'a self, other: &'a HashSet<T, S>) -> Union<'a, T, S> ⓘ
pub fn union<'a>(&'a self, other: &'a HashSet<T, S>) -> Union<'a, T, S> ⓘ
Visits the values representing the union,
i.e., all the values in self or other, without duplicates.
Refer to union for further details.
Sourcepub fn contains<Q>(&self, value: &Q) -> bool
pub fn contains<Q>(&self, value: &Q) -> bool
Returns true if the set contains a value.
Refer to contains for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
assert!(map.contains("foo"));Examples found in repository?
More examples
500fn extract_camera_phases(
501 mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
502 cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
503 mut live_entities: Local<HashSet<RetainedViewEntity>>,
504) {
505 live_entities.clear();
506 for (main_entity, camera) in &cameras {
507 if !camera.is_active {
508 continue;
509 }
510 // This is the main camera, so we use the first subview index (0)
511 let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
512
513 stencil_phases.prepare_for_new_frame(retained_view_entity);
514 live_entities.insert(retained_view_entity);
515 }
516
517 // Clear out all dead views.
518 stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
519}12pub fn switch_scene_in_ci<Scene: States + FreelyMutableState + Next>(
13 mut ci_config: ResMut<CiTestingConfig>,
14 scene: Res<State<Scene>>,
15 mut next_scene: ResMut<NextState<Scene>>,
16 mut scenes_visited: Local<HashSet<Scene>>,
17 frame_count: Res<FrameCount>,
18 captured: RemovedComponents<Captured>,
19) {
20 if scene.is_changed() {
21 // Changed scene! trigger a screenshot in 100 frames
22 ci_config.events.push(CiTestingEventOnFrame(
23 frame_count.0 + 100,
24 CiTestingEvent::NamedScreenshot(format!("{:?}", scene.get())),
25 ));
26 if scenes_visited.contains(scene.get()) {
27 // Exit once all scenes have been screenshotted
28 ci_config.events.push(CiTestingEventOnFrame(
29 frame_count.0 + 1,
30 CiTestingEvent::AppExit,
31 ));
32 }
33 return;
34 }
35
36 if !captured.is_empty() {
37 // Screenshot taken! Switch to the next scene
38 scenes_visited.insert(scene.get().clone());
39 next_scene.set(scene.get().next());
40 }
41}173fn prepare_chunks(
174 meshes_to_generate: Query<&GenerateMesh>,
175 mut chunks: ResMut<ChunksToProcess>,
176 pipeline_cache: Res<PipelineCache>,
177 pipeline: Res<ComputePipeline>,
178 mut processed: Local<HashSet<AssetId<Mesh>>>,
179) {
180 // If the pipeline isn't ready, then meshes
181 // won't be processed. So we want to wait until
182 // the pipeline is ready before considering any mesh processed.
183 if pipeline_cache
184 .get_compute_pipeline(pipeline.pipeline)
185 .is_some()
186 {
187 // get the AssetId for each Handle<Mesh>
188 // which we'll use later to get the relevant buffers
189 // from the mesh_allocator
190 let chunk_data: Vec<AssetId<Mesh>> = meshes_to_generate
191 .iter()
192 .filter_map(|gmesh| {
193 let id = gmesh.0.id();
194 processed.contains(&id).not().then_some(id)
195 })
196 .collect();
197
198 // Cache any meshes we're going to process this frame
199 for id in &chunk_data {
200 processed.insert(*id);
201 }
202
203 chunks.0 = chunk_data;
204 }
205}332fn navigate(
333 action_state: Res<ActionState>,
334 mut auto_directional_navigator: AutoDirectionalNavigator,
335) {
336 let net_east_west = action_state
337 .pressed_actions
338 .contains(&DirectionalNavigationAction::Right) as i8
339 - action_state
340 .pressed_actions
341 .contains(&DirectionalNavigationAction::Left) as i8;
342
343 let net_north_south = action_state
344 .pressed_actions
345 .contains(&DirectionalNavigationAction::Up) as i8
346 - action_state
347 .pressed_actions
348 .contains(&DirectionalNavigationAction::Down) as i8;
349
350 // Use Dir2::from_xy to convert input to direction, then convert to CompassOctant
351 let maybe_direction = Dir2::from_xy(net_east_west as f32, net_north_south as f32)
352 .ok()
353 .map(CompassOctant::from);
354
355 if let Some(direction) = maybe_direction {
356 match auto_directional_navigator.navigate(direction) {
357 Ok(_entity) => {
358 // Successfully navigated
359 }
360 Err(_e) => {
361 // Navigation failed (no neighbor in that direction)
362 }
363 }
364 }
365}
366
367fn update_focus_display(
368 input_focus: Res<InputFocus>,
369 button_query: Query<&Name, With<Button>>,
370 mut display_query: Query<&mut Text, With<FocusDisplay>>,
371) {
372 if let Ok(mut text) = display_query.single_mut() {
373 if let Some(focused_entity) = input_focus.get() {
374 if let Ok(name) = button_query.get(focused_entity) {
375 **text = format!("Focused: {}", name);
376 } else {
377 **text = "Focused: Unknown".to_string();
378 }
379 } else {
380 **text = "Focused: None".to_string();
381 }
382 }
383}
384
385fn update_key_display(
386 keyboard_input: Res<ButtonInput<KeyCode>>,
387 gamepad_input: Query<&Gamepad>,
388 mut display_query: Query<&mut Text, With<KeyDisplay>>,
389) {
390 if let Ok(mut text) = display_query.single_mut() {
391 // Check for keyboard inputs
392 for action in DirectionalNavigationAction::variants() {
393 if keyboard_input.just_pressed(action.keycode()) {
394 let key_name = match action {
395 DirectionalNavigationAction::Up => "Up Arrow",
396 DirectionalNavigationAction::Down => "Down Arrow",
397 DirectionalNavigationAction::Left => "Left Arrow",
398 DirectionalNavigationAction::Right => "Right Arrow",
399 DirectionalNavigationAction::Select => "Enter",
400 };
401 **text = format!("Last Key: {}", key_name);
402 return;
403 }
404 }
405
406 // Check for gamepad inputs
407 for gamepad in gamepad_input.iter() {
408 for action in DirectionalNavigationAction::variants() {
409 if gamepad.just_pressed(action.gamepad_button()) {
410 let button_name = match action {
411 DirectionalNavigationAction::Up => "D-Pad Up",
412 DirectionalNavigationAction::Down => "D-Pad Down",
413 DirectionalNavigationAction::Left => "D-Pad Left",
414 DirectionalNavigationAction::Right => "D-Pad Right",
415 DirectionalNavigationAction::Select => "A Button",
416 };
417 **text = format!("Last Key: {}", button_name);
418 return;
419 }
420 }
421 }
422 }
423}
424
425fn highlight_focused_element(
426 input_focus: Res<InputFocus>,
427 input_focus_visible: Res<InputFocusVisible>,
428 mut query: Query<(Entity, &mut BorderColor)>,
429) {
430 for (entity, mut border_color) in query.iter_mut() {
431 if input_focus.get() == Some(entity) && input_focus_visible.0 {
432 *border_color = BorderColor::all(FOCUSED_BORDER);
433 } else {
434 *border_color = BorderColor::DEFAULT;
435 }
436 }
437}
438
439fn interact_with_focused_button(
440 action_state: Res<ActionState>,
441 input_focus: Res<InputFocus>,
442 mut commands: Commands,
443) {
444 if action_state
445 .pressed_actions
446 .contains(&DirectionalNavigationAction::Select)
447 && let Some(focused_entity) = input_focus.get()
448 {
449 commands.trigger(Pointer::new(
450 PointerId::Mouse,
451 Location {
452 target: NormalizedRenderTarget::None {
453 width: 0,
454 height: 0,
455 },
456 position: Vec2::ZERO,
457 },
458 Click {
459 button: PointerButton::Primary,
460 hit: HitData {
461 camera: Entity::PLACEHOLDER,
462 depth: 0.0,
463 position: None,
464 normal: None,
465 extra: None,
466 },
467 count: 1,
468 duration: Duration::from_secs_f32(0.1),
469 },
470 focused_entity,
471 ));
472 }
473}704fn navigate(
705 action_state: Res<ActionState>,
706 parent_query: Query<&ChildOf>,
707 mut visibility_query: Query<&mut Visibility>,
708 mut auto_directional_navigator: AutoDirectionalNavigator,
709) {
710 let net_east_west = action_state
711 .pressed_actions
712 .contains(&DirectionalNavigationAction::Right) as i8
713 - action_state
714 .pressed_actions
715 .contains(&DirectionalNavigationAction::Left) as i8;
716
717 let net_north_south = action_state
718 .pressed_actions
719 .contains(&DirectionalNavigationAction::Up) as i8
720 - action_state
721 .pressed_actions
722 .contains(&DirectionalNavigationAction::Down) as i8;
723
724 // Use Dir2::from_xy to convert input to direction, then convert to CompassOctant
725 let maybe_direction = Dir2::from_xy(net_east_west as f32, net_north_south as f32)
726 .ok()
727 .map(CompassOctant::from);
728
729 // Store the previous focus in case navigation switches pages.
730 let previous_focus = auto_directional_navigator.input_focus();
731 if let Some(direction) = maybe_direction {
732 match auto_directional_navigator.navigate(direction) {
733 Ok(new_focus) => {
734 // Successfully navigated!
735
736 // If navigation switches between pages, change the visibilities of pages
737 if let Ok(current_child_of) = parent_query.get(new_focus)
738 && let Ok(mut current_page_visibility) =
739 visibility_query.get_mut(current_child_of.parent())
740 {
741 *current_page_visibility = Visibility::Visible;
742
743 if let Some(previous_focus_entity) = previous_focus
744 && let Ok(previous_child_of) = parent_query.get(previous_focus_entity)
745 && previous_child_of.parent() != current_child_of.parent()
746 && let Ok(mut previous_page_visibility) =
747 visibility_query.get_mut(previous_child_of.parent())
748 {
749 *previous_page_visibility = Visibility::Hidden;
750 }
751 }
752 }
753 Err(_e) => {
754 // Navigation failed (no neighbor in that direction)
755 }
756 }
757 }
758}
759
760fn update_focus_display(
761 input_focus: Res<InputFocus>,
762 button_query: Query<&Name, With<Button>>,
763 mut display_query: Query<&mut Text, With<FocusDisplay>>,
764) {
765 if let Ok(mut text) = display_query.single_mut() {
766 if let Some(focused_entity) = input_focus.get() {
767 if let Ok(name) = button_query.get(focused_entity) {
768 **text = format!("Focused: {}", name);
769 } else {
770 **text = "Focused: Unknown".to_string();
771 }
772 } else {
773 **text = "Focused: None".to_string();
774 }
775 }
776}
777
778fn update_key_display(
779 keyboard_input: Res<ButtonInput<KeyCode>>,
780 gamepad_input: Query<&Gamepad>,
781 mut display_query: Query<&mut Text, With<KeyDisplay>>,
782) {
783 if let Ok(mut text) = display_query.single_mut() {
784 // Check for keyboard inputs
785 for action in DirectionalNavigationAction::variants() {
786 if keyboard_input.just_pressed(action.keycode()) {
787 let key_name = match action {
788 DirectionalNavigationAction::Up => "Up Arrow",
789 DirectionalNavigationAction::Down => "Down Arrow",
790 DirectionalNavigationAction::Left => "Left Arrow",
791 DirectionalNavigationAction::Right => "Right Arrow",
792 DirectionalNavigationAction::Select => "Enter",
793 };
794 **text = format!("Last Key: {}", key_name);
795 return;
796 }
797 }
798
799 // Check for gamepad inputs
800 for gamepad in gamepad_input.iter() {
801 for action in DirectionalNavigationAction::variants() {
802 if gamepad.just_pressed(action.gamepad_button()) {
803 let button_name = match action {
804 DirectionalNavigationAction::Up => "D-Pad Up",
805 DirectionalNavigationAction::Down => "D-Pad Down",
806 DirectionalNavigationAction::Left => "D-Pad Left",
807 DirectionalNavigationAction::Right => "D-Pad Right",
808 DirectionalNavigationAction::Select => "A Button",
809 };
810 **text = format!("Last Key: {}", button_name);
811 return;
812 }
813 }
814 }
815 }
816}
817
818fn highlight_focused_element(
819 input_focus: Res<InputFocus>,
820 input_focus_visible: Res<InputFocusVisible>,
821 mut query: Query<(Entity, &mut BorderColor, &Page)>,
822) {
823 for (entity, mut border_color, page) in query.iter_mut() {
824 if input_focus.get() == Some(entity) && input_focus_visible.0 {
825 *border_color = BorderColor::all(FOCUSED_BORDER_COLORS[page.0]);
826 } else {
827 *border_color = BorderColor::DEFAULT;
828 }
829 }
830}
831
832fn interact_with_focused_button(
833 action_state: Res<ActionState>,
834 input_focus: Res<InputFocus>,
835 mut commands: Commands,
836) {
837 if action_state
838 .pressed_actions
839 .contains(&DirectionalNavigationAction::Select)
840 && let Some(focused_entity) = input_focus.get()
841 {
842 commands.trigger(Pointer::new(
843 PointerId::Mouse,
844 Location {
845 target: NormalizedRenderTarget::None {
846 width: 0,
847 height: 0,
848 },
849 position: Vec2::ZERO,
850 },
851 Click {
852 button: PointerButton::Primary,
853 hit: HitData {
854 camera: Entity::PLACEHOLDER,
855 depth: 0.0,
856 position: None,
857 normal: None,
858 extra: None,
859 },
860 count: 1,
861 duration: Duration::from_secs_f32(0.1),
862 },
863 focused_entity,
864 ));
865 }
866}Sourcepub fn get_or_insert(&mut self, value: T) -> &T
pub fn get_or_insert(&mut self, value: T) -> &T
Inserts the given value into the set if it is not present, then
returns a reference to the value in the set.
Refer to get_or_insert for further details.
§Examples
let mut map = HashSet::new();
assert_eq!(map.get_or_insert("foo"), &"foo");Sourcepub fn get_or_insert_with<Q, F>(&mut self, value: &Q, f: F) -> &T
pub fn get_or_insert_with<Q, F>(&mut self, value: &Q, f: F) -> &T
Inserts a value computed from f into the set if the given value is
not present, then returns a reference to the value in the set.
Refer to get_or_insert_with for further details.
§Examples
let mut map = HashSet::new();
assert_eq!(map.get_or_insert_with(&"foo", |_| "foo"), &"foo");Sourcepub fn is_disjoint(&self, other: &HashSet<T, S>) -> bool
pub fn is_disjoint(&self, other: &HashSet<T, S>) -> bool
Returns true if self has no elements in common with other.
This is equivalent to checking for an empty intersection.
Refer to is_disjoint for further details.
Sourcepub fn is_subset(&self, other: &HashSet<T, S>) -> bool
pub fn is_subset(&self, other: &HashSet<T, S>) -> bool
Returns true if the set is a subset of another,
i.e., other contains at least all the values in self.
Refer to is_subset for further details.
Sourcepub fn is_superset(&self, other: &HashSet<T, S>) -> bool
pub fn is_superset(&self, other: &HashSet<T, S>) -> bool
Returns true if the set is a superset of another,
i.e., self contains at least all the values in other.
Refer to is_superset for further details.
Sourcepub fn insert(&mut self, value: T) -> bool
pub fn insert(&mut self, value: T) -> bool
Adds a value to the set.
Refer to insert for further details.
§Examples
let mut map = HashSet::new();
map.insert("foo");
assert!(map.contains("foo"));Examples found in repository?
More examples
307fn extract_image_materials_needing_specialization(
308 entities_needing_specialization: Extract<Res<EntitiesNeedingSpecialization<ImageMaterial>>>,
309 mut dirty_specializations: ResMut<DirtySpecializations>,
310) {
311 // Drain the list of entities needing specialization from the main world
312 // into the render-world `DirtySpecializations` table.
313 for entity in entities_needing_specialization.changed.iter() {
314 dirty_specializations
315 .changed_renderables
316 .insert(MainEntity::from(*entity));
317 }
318}
319
320/// A system that adds entities that were judged to need their specializations
321/// removed to the appropriate table in [`DirtySpecializations`].
322fn extract_image_materials_that_need_specializations_removed(
323 entities_needing_specialization: Extract<Res<EntitiesNeedingSpecialization<ImageMaterial>>>,
324 mut dirty_specializations: ResMut<DirtySpecializations>,
325) {
326 for entity in entities_needing_specialization.removed.iter() {
327 dirty_specializations
328 .removed_renderables
329 .insert(MainEntity::from(*entity));
330 }
331}310fn process_inputs(
311 mut action_state: ResMut<ActionState>,
312 keyboard_input: Res<ButtonInput<KeyCode>>,
313 gamepad_input: Query<&Gamepad>,
314) {
315 action_state.pressed_actions.clear();
316
317 for action in DirectionalNavigationAction::variants() {
318 if keyboard_input.just_pressed(action.keycode()) {
319 action_state.pressed_actions.insert(action);
320 }
321 }
322
323 for gamepad in gamepad_input.iter() {
324 for action in DirectionalNavigationAction::variants() {
325 if gamepad.just_pressed(action.gamepad_button()) {
326 action_state.pressed_actions.insert(action);
327 }
328 }
329 }
330}682fn process_inputs(
683 mut action_state: ResMut<ActionState>,
684 keyboard_input: Res<ButtonInput<KeyCode>>,
685 gamepad_input: Query<&Gamepad>,
686) {
687 action_state.pressed_actions.clear();
688
689 for action in DirectionalNavigationAction::variants() {
690 if keyboard_input.just_pressed(action.keycode()) {
691 action_state.pressed_actions.insert(action);
692 }
693 }
694
695 for gamepad in gamepad_input.iter() {
696 for action in DirectionalNavigationAction::variants() {
697 if gamepad.just_pressed(action.gamepad_button()) {
698 action_state.pressed_actions.insert(action);
699 }
700 }
701 }
702}500fn extract_camera_phases(
501 mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
502 cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
503 mut live_entities: Local<HashSet<RetainedViewEntity>>,
504) {
505 live_entities.clear();
506 for (main_entity, camera) in &cameras {
507 if !camera.is_active {
508 continue;
509 }
510 // This is the main camera, so we use the first subview index (0)
511 let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
512
513 stencil_phases.prepare_for_new_frame(retained_view_entity);
514 live_entities.insert(retained_view_entity);
515 }
516
517 // Clear out all dead views.
518 stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
519}
520
521/// A resource that stores meshes that couldn't be specialized yet because their
522/// materials hadn't loaded.
523///
524/// See the documentation for [`PendingQueues`] for more information.
525#[derive(Default, Deref, DerefMut, Resource)]
526struct PendingCustomMeshQueues(pub PendingQueues);
527
528// This is a very important step when writing a custom phase.
529//
530// This system determines which meshes will be added to the phase.
531fn queue_custom_meshes(
532 custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
533 mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
534 pipeline_cache: Res<PipelineCache>,
535 custom_draw_pipeline: Res<StencilPipeline>,
536 render_meshes: Res<RenderAssets<RenderMesh>>,
537 render_mesh_instances: Res<RenderMeshInstances>,
538 maybe_batched_instance_buffers: Option<
539 Res<BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
540 >,
541 mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
542 mut views: Query<(&ExtractedView, &RenderVisibleEntities)>,
543 view_key_cache: Res<ViewKeyCache>,
544 dirty_specializations: Res<DirtySpecializations>,
545 mut pending_custom_mesh_queues: ResMut<PendingCustomMeshQueues>,
546 has_marker: Query<(), With<DrawStencil>>,
547) {
548 for (view, visible_entities) in &mut views {
549 let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
550 continue;
551 };
552 let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
553
554 let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else {
555 continue;
556 };
557
558 // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
559 let Some(render_visible_mesh_entities) = visible_entities.get::<Mesh3d>() else {
560 continue;
561 };
562
563 let view_pending_custom_mesh_queues =
564 pending_custom_mesh_queues.prepare_for_new_frame(view.retained_view_entity);
565
566 // First, remove meshes that need to be respecialized, and those that were removed, from the bins.
567 for &main_entity in dirty_specializations
568 .iter_to_dequeue(view.retained_view_entity, render_visible_mesh_entities)
569 {
570 custom_phase.remove(Entity::PLACEHOLDER, main_entity);
571 }
572
573 for (render_entity, visible_entity) in dirty_specializations.iter_to_queue(
574 view.retained_view_entity,
575 render_visible_mesh_entities,
576 &view_pending_custom_mesh_queues.prev_frame,
577 ) {
578 // We only want meshes with the marker component to be queued to our phase.
579 if has_marker.get(*render_entity).is_err() {
580 continue;
581 }
582 let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
583 else {
584 // We couldn't fetch the mesh, probably because it hasn't been
585 // loaded yet. Add the entity to the list of pending custom mesh
586 // queues and bail.
587 view_pending_custom_mesh_queues
588 .current_frame
589 .insert((*render_entity, *visible_entity));
590 continue;
591 };
592 let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id()) else {
593 continue;
594 };
595
596 // Specialize the key for the current mesh entity
597 // For this example we only specialize based on the mesh topology
598 // but you could have more complex keys and that's where you'd need to create those keys
599 let mut mesh_key = view_key;
600 mesh_key |= MeshPipelineKey::from_primitive_topology_and_strip_index(
601 mesh.primitive_topology(),
602 mesh.index_format(),
603 );
604
605 let pipeline_id = pipelines.specialize(
606 &pipeline_cache,
607 &custom_draw_pipeline,
608 mesh_key,
609 &mesh.layout,
610 );
611 let pipeline_id = match pipeline_id {
612 Ok(id) => id,
613 Err(err) => {
614 error!("{}", err);
615 continue;
616 }
617 };
618 // At this point we have all the data we need to create a phase item and add it to our
619 // phase
620 custom_phase.add_retained(Stencil3d {
621 sorting_info: TransparentSortingInfo3d::Sorted {
622 mesh_center: pbr::get_mesh_instance_world_from_local(
623 *visible_entity,
624 mesh_instance.current_uniform_index,
625 &render_mesh_instances,
626 maybe_batched_instance_buffers.as_deref(),
627 )
628 .transform_point3(
629 render_meshes
630 .get(mesh_instance.mesh_asset_id())
631 .unwrap()
632 .aabb_center,
633 ),
634 depth_bias: 0.0,
635 },
636 distance: FloatOrd(0.0),
637 entity: (Entity::PLACEHOLDER, *visible_entity),
638 pipeline: pipeline_id,
639 draw_function: draw_custom,
640 // Sorted phase items aren't batched
641 batch_range: 0..1,
642 extra_index: PhaseItemExtraIndex::None,
643 indexed: mesh.indexed(),
644 });
645 }
646 }
647}Sourcepub fn remove<Q>(&mut self, value: &Q) -> bool
pub fn remove<Q>(&mut self, value: &Q) -> bool
Sourcepub fn allocation_size(&self) -> usize
pub fn allocation_size(&self) -> usize
Returns the total amount of memory allocated internally by the hash set, in bytes.
Refer to allocation_size for further details.
§Examples
let mut map = HashSet::new();
assert_eq!(map.allocation_size(), 0);
map.insert("foo");
assert!(map.allocation_size() >= size_of::<&'static str>());Sourcepub unsafe fn insert_unique_unchecked(&mut self, value: T) -> &T
pub unsafe fn insert_unique_unchecked(&mut self, value: T) -> &T
Insert a value the set without checking if the value already exists in the set.
Refer to insert_unique_unchecked for further details.
§Safety
This operation is safe if a value does not exist in the set.
However, if a value exists in the set already, the behavior is unspecified: this operation may panic, loop forever, or any following operation with the set may panic, loop forever or return arbitrary result.
That said, this operation (and following operations) are guaranteed to not violate memory safety.
However this operation is still unsafe because the resulting HashSet
may be passed to unsafe code which does expect the set to behave
correctly, and would cause unsoundness as a result.
Methods from Deref<Target = HashSet<T, S>>§
Sourcepub fn capacity(&self) -> usize
pub fn capacity(&self) -> usize
Returns the number of elements the set can hold without reallocating.
§Examples
use hashbrown::HashSet;
let set: HashSet<i32> = HashSet::with_capacity(100);
assert!(set.capacity() >= 100);Sourcepub fn iter(&self) -> Iter<'_, T> ⓘ
pub fn iter(&self) -> Iter<'_, T> ⓘ
An iterator visiting all elements in arbitrary order.
The iterator element type is &'a T.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::new();
set.insert("a");
set.insert("b");
// Will print in an arbitrary order.
for x in set.iter() {
println!("{}", x);
}Sourcepub fn len(&self) -> usize
pub fn len(&self) -> usize
Returns the number of elements in the set.
§Examples
use hashbrown::HashSet;
let mut v = HashSet::new();
assert_eq!(v.len(), 0);
v.insert(1);
assert_eq!(v.len(), 1);Sourcepub fn is_empty(&self) -> bool
pub fn is_empty(&self) -> bool
Returns true if the set contains no elements.
§Examples
use hashbrown::HashSet;
let mut v = HashSet::new();
assert!(v.is_empty());
v.insert(1);
assert!(!v.is_empty());Sourcepub fn drain(&mut self) -> Drain<'_, T, A> ⓘ
pub fn drain(&mut self) -> Drain<'_, T, A> ⓘ
Clears the set, returning all elements in an iterator.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<_> = [1, 2, 3].into_iter().collect();
assert!(!set.is_empty());
// print 1, 2, 3 in an arbitrary order
for i in set.drain() {
println!("{}", i);
}
assert!(set.is_empty());Sourcepub fn retain<F>(&mut self, f: F)
pub fn retain<F>(&mut self, f: F)
Retains only the elements specified by the predicate.
In other words, remove all elements e such that f(&e) returns false.
§Examples
use hashbrown::HashSet;
let xs = [1,2,3,4,5,6];
let mut set: HashSet<i32> = xs.into_iter().collect();
set.retain(|&k| k % 2 == 0);
assert_eq!(set.len(), 3);Sourcepub fn extract_if<F>(&mut self, f: F) -> ExtractIf<'_, T, F, A> ⓘ
pub fn extract_if<F>(&mut self, f: F) -> ExtractIf<'_, T, F, A> ⓘ
Drains elements which are true under the given predicate, and returns an iterator over the removed items.
In other words, move all elements e such that f(&e) returns true out
into another iterator.
If the returned ExtractIf is not exhausted, e.g. because it is dropped without iterating
or the iteration short-circuits, then the remaining elements will be retained.
Use retain() with a negated predicate if you do not need the returned iterator.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<i32> = (0..8).collect();
let drained: HashSet<i32> = set.extract_if(|v| v % 2 == 0).collect();
let mut evens = drained.into_iter().collect::<Vec<_>>();
let mut odds = set.into_iter().collect::<Vec<_>>();
evens.sort();
odds.sort();
assert_eq!(evens, vec![0, 2, 4, 6]);
assert_eq!(odds, vec![1, 3, 5, 7]);Sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Clears the set, removing all values.
§Examples
use hashbrown::HashSet;
let mut v = HashSet::new();
v.insert(1);
v.clear();
assert!(v.is_empty());Sourcepub fn hasher(&self) -> &S
pub fn hasher(&self) -> &S
Returns a reference to the set’s BuildHasher.
§Examples
use hashbrown::HashSet;
use hashbrown::DefaultHashBuilder;
let hasher = DefaultHashBuilder::default();
let set: HashSet<i32> = HashSet::with_hasher(hasher);
let hasher: &DefaultHashBuilder = set.hasher();Sourcepub fn reserve(&mut self, additional: usize)
pub fn reserve(&mut self, additional: usize)
Reserves capacity for at least additional more elements to be inserted
in the HashSet. The collection may reserve more space to avoid
frequent reallocations.
§Panics
Panics if the new capacity exceeds isize::MAX bytes and abort the program
in case of allocation error. Use try_reserve instead
if you want to handle memory allocation failure.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<i32> = HashSet::new();
set.reserve(10);
assert!(set.capacity() >= 10);Sourcepub fn try_reserve(&mut self, additional: usize) -> Result<(), TryReserveError>
pub fn try_reserve(&mut self, additional: usize) -> Result<(), TryReserveError>
Tries to reserve capacity for at least additional more elements to be inserted
in the given HashSet<K,V>. The collection may reserve more space to avoid
frequent reallocations.
§Errors
If the capacity overflows, or the allocator reports a failure, then an error is returned.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<i32> = HashSet::new();
set.try_reserve(10).expect("why is the test harness OOMing on 10 bytes?");Sourcepub fn shrink_to_fit(&mut self)
pub fn shrink_to_fit(&mut self)
Shrinks the capacity of the set as much as possible. It will drop down as much as possible while maintaining the internal rules and possibly leaving some space in accordance with the resize policy.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::with_capacity(100);
set.insert(1);
set.insert(2);
assert!(set.capacity() >= 100);
set.shrink_to_fit();
assert!(set.capacity() >= 2);Sourcepub fn shrink_to(&mut self, min_capacity: usize)
pub fn shrink_to(&mut self, min_capacity: usize)
Shrinks the capacity of the set with a lower limit. It will drop down no lower than the supplied limit while maintaining the internal rules and possibly leaving some space in accordance with the resize policy.
Panics if the current capacity is smaller than the supplied minimum capacity.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::with_capacity(100);
set.insert(1);
set.insert(2);
assert!(set.capacity() >= 100);
set.shrink_to(10);
assert!(set.capacity() >= 10);
set.shrink_to(0);
assert!(set.capacity() >= 2);Sourcepub fn difference<'a>(
&'a self,
other: &'a HashSet<T, S, A>,
) -> Difference<'a, T, S, A> ⓘ
pub fn difference<'a>( &'a self, other: &'a HashSet<T, S, A>, ) -> Difference<'a, T, S, A> ⓘ
Visits the values representing the difference,
i.e., the values that are in self but not in other.
§Examples
use hashbrown::HashSet;
let a: HashSet<_> = [1, 2, 3].into_iter().collect();
let b: HashSet<_> = [4, 2, 3, 4].into_iter().collect();
// Can be seen as `a - b`.
for x in a.difference(&b) {
println!("{}", x); // Print 1
}
let diff: HashSet<_> = a.difference(&b).collect();
assert_eq!(diff, [1].iter().collect());
// Note that difference is not symmetric,
// and `b - a` means something else:
let diff: HashSet<_> = b.difference(&a).collect();
assert_eq!(diff, [4].iter().collect());Sourcepub fn symmetric_difference<'a>(
&'a self,
other: &'a HashSet<T, S, A>,
) -> SymmetricDifference<'a, T, S, A> ⓘ
pub fn symmetric_difference<'a>( &'a self, other: &'a HashSet<T, S, A>, ) -> SymmetricDifference<'a, T, S, A> ⓘ
Visits the values representing the symmetric difference,
i.e., the values that are in self or in other but not in both.
§Examples
use hashbrown::HashSet;
let a: HashSet<_> = [1, 2, 3].into_iter().collect();
let b: HashSet<_> = [4, 2, 3, 4].into_iter().collect();
// Print 1, 4 in arbitrary order.
for x in a.symmetric_difference(&b) {
println!("{}", x);
}
let diff1: HashSet<_> = a.symmetric_difference(&b).collect();
let diff2: HashSet<_> = b.symmetric_difference(&a).collect();
assert_eq!(diff1, diff2);
assert_eq!(diff1, [1, 4].iter().collect());Sourcepub fn intersection<'a>(
&'a self,
other: &'a HashSet<T, S, A>,
) -> Intersection<'a, T, S, A> ⓘ
pub fn intersection<'a>( &'a self, other: &'a HashSet<T, S, A>, ) -> Intersection<'a, T, S, A> ⓘ
Visits the values representing the intersection,
i.e., the values that are both in self and other.
§Examples
use hashbrown::HashSet;
let a: HashSet<_> = [1, 2, 3].into_iter().collect();
let b: HashSet<_> = [4, 2, 3, 4].into_iter().collect();
// Print 2, 3 in arbitrary order.
for x in a.intersection(&b) {
println!("{}", x);
}
let intersection: HashSet<_> = a.intersection(&b).collect();
assert_eq!(intersection, [2, 3].iter().collect());Sourcepub fn union<'a>(&'a self, other: &'a HashSet<T, S, A>) -> Union<'a, T, S, A> ⓘ
pub fn union<'a>(&'a self, other: &'a HashSet<T, S, A>) -> Union<'a, T, S, A> ⓘ
Visits the values representing the union,
i.e., all the values in self or other, without duplicates.
§Examples
use hashbrown::HashSet;
let a: HashSet<_> = [1, 2, 3].into_iter().collect();
let b: HashSet<_> = [4, 2, 3, 4].into_iter().collect();
// Print 1, 2, 3, 4 in arbitrary order.
for x in a.union(&b) {
println!("{}", x);
}
let union: HashSet<_> = a.union(&b).collect();
assert_eq!(union, [1, 2, 3, 4].iter().collect());Sourcepub fn contains<Q>(&self, value: &Q) -> bool
pub fn contains<Q>(&self, value: &Q) -> bool
Returns true if the set contains a value.
The value may be any borrowed form of the set’s value type, but
Hash and Eq on the borrowed form must match those for
the value type.
§Examples
use hashbrown::HashSet;
let set: HashSet<_> = [1, 2, 3].into_iter().collect();
assert_eq!(set.contains(&1), true);
assert_eq!(set.contains(&4), false);Sourcepub fn get<Q>(&self, value: &Q) -> Option<&T>
pub fn get<Q>(&self, value: &Q) -> Option<&T>
Returns a reference to the value in the set, if any, that is equal to the given value.
The value may be any borrowed form of the set’s value type, but
Hash and Eq on the borrowed form must match those for
the value type.
§Examples
use hashbrown::HashSet;
let set: HashSet<_> = [1, 2, 3].into_iter().collect();
assert_eq!(set.get(&2), Some(&2));
assert_eq!(set.get(&4), None);Sourcepub fn get_or_insert(&mut self, value: T) -> &T
pub fn get_or_insert(&mut self, value: T) -> &T
Inserts the given value into the set if it is not present, then
returns a reference to the value in the set.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<_> = [1, 2, 3].into_iter().collect();
assert_eq!(set.len(), 3);
assert_eq!(set.get_or_insert(2), &2);
assert_eq!(set.get_or_insert(100), &100);
assert_eq!(set.len(), 4); // 100 was insertedSourcepub fn get_or_insert_with<Q, F>(&mut self, value: &Q, f: F) -> &T
pub fn get_or_insert_with<Q, F>(&mut self, value: &Q, f: F) -> &T
Inserts a value computed from f into the set if the given value is
not present, then returns a reference to the value in the set.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<String> = ["cat", "dog", "horse"]
.iter().map(|&pet| pet.to_owned()).collect();
assert_eq!(set.len(), 3);
for &pet in &["cat", "dog", "fish"] {
let value = set.get_or_insert_with(pet, str::to_owned);
assert_eq!(value, pet);
}
assert_eq!(set.len(), 4); // a new "fish" was insertedThe following example will panic because the new value doesn’t match.
let mut set = hashbrown::HashSet::new();
set.get_or_insert_with("rust", |_| String::new());Sourcepub fn entry(&mut self, value: T) -> Entry<'_, T, S, A>
pub fn entry(&mut self, value: T) -> Entry<'_, T, S, A>
Gets the given value’s corresponding entry in the set for in-place manipulation.
§Examples
use hashbrown::HashSet;
use hashbrown::hash_set::Entry::*;
let mut singles = HashSet::new();
let mut dupes = HashSet::new();
for ch in "a short treatise on fungi".chars() {
if let Vacant(dupe_entry) = dupes.entry(ch) {
// We haven't already seen a duplicate, so
// check if we've at least seen it once.
match singles.entry(ch) {
Vacant(single_entry) => {
// We found a new character for the first time.
single_entry.insert();
}
Occupied(single_entry) => {
// We've already seen this once, "move" it to dupes.
single_entry.remove();
dupe_entry.insert();
}
}
}
}
assert!(!singles.contains(&'t') && dupes.contains(&'t'));
assert!(singles.contains(&'u') && !dupes.contains(&'u'));
assert!(!singles.contains(&'v') && !dupes.contains(&'v'));Sourcepub fn is_disjoint(&self, other: &HashSet<T, S, A>) -> bool
pub fn is_disjoint(&self, other: &HashSet<T, S, A>) -> bool
Returns true if self has no elements in common with other.
This is equivalent to checking for an empty intersection.
§Examples
use hashbrown::HashSet;
let a: HashSet<_> = [1, 2, 3].into_iter().collect();
let mut b = HashSet::new();
assert_eq!(a.is_disjoint(&b), true);
b.insert(4);
assert_eq!(a.is_disjoint(&b), true);
b.insert(1);
assert_eq!(a.is_disjoint(&b), false);Sourcepub fn is_subset(&self, other: &HashSet<T, S, A>) -> bool
pub fn is_subset(&self, other: &HashSet<T, S, A>) -> bool
Returns true if the set is a subset of another,
i.e., other contains at least all the values in self.
§Examples
use hashbrown::HashSet;
let sup: HashSet<_> = [1, 2, 3].into_iter().collect();
let mut set = HashSet::new();
assert_eq!(set.is_subset(&sup), true);
set.insert(2);
assert_eq!(set.is_subset(&sup), true);
set.insert(4);
assert_eq!(set.is_subset(&sup), false);Sourcepub fn is_superset(&self, other: &HashSet<T, S, A>) -> bool
pub fn is_superset(&self, other: &HashSet<T, S, A>) -> bool
Returns true if the set is a superset of another,
i.e., self contains at least all the values in other.
§Examples
use hashbrown::HashSet;
let sub: HashSet<_> = [1, 2].into_iter().collect();
let mut set = HashSet::new();
assert_eq!(set.is_superset(&sub), false);
set.insert(0);
set.insert(1);
assert_eq!(set.is_superset(&sub), false);
set.insert(2);
assert_eq!(set.is_superset(&sub), true);Sourcepub fn insert(&mut self, value: T) -> bool
pub fn insert(&mut self, value: T) -> bool
Adds a value to the set.
If the set did not have this value present, true is returned.
If the set did have this value present, false is returned.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::new();
assert_eq!(set.insert(2), true);
assert_eq!(set.insert(2), false);
assert_eq!(set.len(), 1);Sourcepub unsafe fn insert_unique_unchecked(&mut self, value: T) -> &T
pub unsafe fn insert_unique_unchecked(&mut self, value: T) -> &T
Insert a value the set without checking if the value already exists in the set.
This operation is faster than regular insert, because it does not perform lookup before insertion.
This operation is useful during initial population of the set. For example, when constructing a set from another set, we know that values are unique.
§Safety
This operation is safe if a value does not exist in the set.
However, if a value exists in the set already, the behavior is unspecified: this operation may panic, loop forever, or any following operation with the set may panic, loop forever or return arbitrary result.
That said, this operation (and following operations) are guaranteed to not violate memory safety.
However this operation is still unsafe because the resulting HashSet
may be passed to unsafe code which does expect the set to behave
correctly, and would cause unsoundness as a result.
Sourcepub fn replace(&mut self, value: T) -> Option<T>
pub fn replace(&mut self, value: T) -> Option<T>
Adds a value to the set, replacing the existing value, if any, that is equal to the given one. Returns the replaced value.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::new();
set.insert(Vec::<i32>::new());
assert_eq!(set.get(&[][..]).unwrap().capacity(), 0);
set.replace(Vec::with_capacity(10));
assert_eq!(set.get(&[][..]).unwrap().capacity(), 10);Sourcepub fn remove<Q>(&mut self, value: &Q) -> bool
pub fn remove<Q>(&mut self, value: &Q) -> bool
Removes a value from the set. Returns whether the value was present in the set.
The value may be any borrowed form of the set’s value type, but
Hash and Eq on the borrowed form must match those for
the value type.
§Examples
use hashbrown::HashSet;
let mut set = HashSet::new();
set.insert(2);
assert_eq!(set.remove(&2), true);
assert_eq!(set.remove(&2), false);Sourcepub fn take<Q>(&mut self, value: &Q) -> Option<T>
pub fn take<Q>(&mut self, value: &Q) -> Option<T>
Removes and returns the value in the set, if any, that is equal to the given one.
The value may be any borrowed form of the set’s value type, but
Hash and Eq on the borrowed form must match those for
the value type.
§Examples
use hashbrown::HashSet;
let mut set: HashSet<_> = [1, 2, 3].into_iter().collect();
assert_eq!(set.take(&2), Some(2));
assert_eq!(set.take(&2), None);Sourcepub fn allocation_size(&self) -> usize
pub fn allocation_size(&self) -> usize
Returns the total amount of memory allocated internally by the hash set, in bytes.
The returned number is informational only. It is intended to be primarily used for memory profiling.
Trait Implementations§
Source§impl Component for MeshesToReextractNextFrame
impl Component for MeshesToReextractNextFrame
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
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<MeshesToReextractNextFrame>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<MeshesToReextractNextFrame>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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impl Resource for MeshesToReextractNextFrame
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