Skip to main content

MeshVertexAttribute

Struct MeshVertexAttribute 

Source
pub struct MeshVertexAttribute {
    pub name: &'static str,
    pub id: MeshVertexAttributeId,
    pub format: VertexFormat,
}
Available on crate feature bevy_mesh only.

Fields§

§name: &'static str

The friendly name of the vertex attribute

§id: MeshVertexAttributeId

The unique id of the vertex attribute. This will also determine sort ordering when generating vertex buffers. Built-in / standard attributes will use “close to zero” indices. When in doubt, use a random / very large u64 to avoid conflicts.

§format: VertexFormat

The format of the vertex attribute.

Implementations§

Source§

impl MeshVertexAttribute

Source

pub const fn new( name: &'static str, id: u64, format: VertexFormat, ) -> MeshVertexAttribute

Examples found in repository?
examples/shader_advanced/custom_vertex_attribute.rs (line 27)
26const ATTRIBUTE_BLEND_COLOR: MeshVertexAttribute =
27    MeshVertexAttribute::new("BlendColor", 988540917, VertexFormat::Float32x4);
More examples
Hide additional examples
examples/gltf/custom_gltf_vertex_attribute.rs (line 22)
21const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
22    MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
examples/gltf/gltf_extension_mesh_2d.rs (line 27)
26const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
27    MeshVertexAttribute::new("Barycentric", 2137464976, VertexFormat::Float32x3);
examples/2d/mesh2d_manual.rs (line 111)
66fn star(
67    mut commands: Commands,
68    // We will add a new Mesh for the star being created
69    mut meshes: ResMut<Assets<Mesh>>,
70) {
71    // Let's define the mesh for the object we want to draw: a nice star.
72    // We will specify here what kind of topology is used to define the mesh,
73    // that is, how triangles are built from the vertices. We will use a
74    // triangle list, meaning that each vertex of the triangle has to be
75    // specified. We set `RenderAssetUsages::RENDER_WORLD`, meaning this mesh
76    // will not be accessible in future frames from the `meshes` resource, in
77    // order to save on memory once it has been uploaded to the GPU.
78    let mut star = Mesh::new(
79        PrimitiveTopology::TriangleList,
80        RenderAssetUsages::RENDER_WORLD,
81    );
82
83    // Vertices need to have a position attribute. We will use the following
84    // vertices (I hope you can spot the star in the schema).
85    //
86    //        1
87    //
88    //     10   2
89    // 9      0      3
90    //     8     4
91    //        6
92    //   7        5
93    //
94    // These vertices are specified in 3D space.
95    let mut v_pos = vec![[0.0, 0.0, 0.0]];
96    for i in 0..10 {
97        // The angle between each vertex is 1/10 of a full rotation.
98        let a = i as f32 * PI / 5.0;
99        // The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
100        let r = (1 - i % 2) as f32 * 100.0 + 100.0;
101        // Add the vertex position.
102        v_pos.push([r * ops::sin(a), r * ops::cos(a), 0.0]);
103    }
104    // Set the position attribute
105    star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
106    // And a RGB color attribute as well. A built-in `Mesh::ATTRIBUTE_COLOR` exists, but we
107    // use a custom vertex attribute here for demonstration purposes.
108    let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
109    v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_u32(); 10]);
110    star.insert_attribute(
111        MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
112        v_color,
113    );
114
115    // Now, we specify the indices of the vertex that are going to compose the
116    // triangles in our star. Vertices in triangles have to be specified in CCW
117    // winding (that will be the front face, colored). Since we are using
118    // triangle list, we will specify each triangle as 3 vertices
119    //   First triangle: 0, 2, 1
120    //   Second triangle: 0, 3, 2
121    //   Third triangle: 0, 4, 3
122    //   etc
123    //   Last triangle: 0, 1, 10
124    let mut indices = vec![0, 1, 10];
125    for i in 2..=10 {
126        indices.extend_from_slice(&[0, i, i - 1]);
127    }
128    star.insert_indices(Indices::U32(indices));
129
130    // We can now spawn the entities for the star and the camera
131    commands.spawn((
132        // We use a marker component to identify the custom colored meshes
133        ColoredMesh2d,
134        // The `Handle<Mesh>` needs to be wrapped in a `Mesh2d` for 2D rendering
135        Mesh2d(meshes.add(star)),
136    ));
137
138    commands.spawn(Camera2d);
139}
Source

pub const fn at_shader_location( &self, shader_location: u32, ) -> VertexAttributeDescriptor

Examples found in repository?
examples/shader_advanced/custom_vertex_attribute.rs (line 81)
74    fn specialize(
75        _pipeline: &MaterialPipeline,
76        descriptor: &mut RenderPipelineDescriptor,
77        layout: &MeshVertexBufferLayoutRef,
78        _key: MaterialPipelineKey<Self>,
79    ) -> Result<(), SpecializedMeshPipelineError> {
80        let vertex_layout = layout.0.get_layout(&[
81            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
82            ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
83        ])?;
84        descriptor.vertex.buffers = vec![vertex_layout];
85        Ok(())
86    }
More examples
Hide additional examples
examples/gltf/custom_gltf_vertex_attribute.rs (line 89)
82    fn specialize(
83        _pipeline: &Material2dPipeline,
84        descriptor: &mut RenderPipelineDescriptor,
85        layout: &MeshVertexBufferLayoutRef,
86        _key: Material2dKey<Self>,
87    ) -> Result<(), SpecializedMeshPipelineError> {
88        let vertex_layout = layout.0.get_layout(&[
89            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
90            Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
91            ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
92        ])?;
93        descriptor.vertex.buffers = vec![vertex_layout];
94        Ok(())
95    }
examples/gltf/gltf_extension_mesh_2d.rs (line 140)
133    fn specialize(
134        _pipeline: &Material2dPipeline,
135        descriptor: &mut RenderPipelineDescriptor,
136        layout: &MeshVertexBufferLayoutRef,
137        _key: Material2dKey<Self>,
138    ) -> Result<(), SpecializedMeshPipelineError> {
139        let vertex_layout = layout.0.get_layout(&[
140            Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
141            Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
142            ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
143        ])?;
144        descriptor.vertex.buffers = vec![vertex_layout];
145        Ok(())
146    }
examples/shader_advanced/custom_render_phase.rs (line 220)
202    fn specialize(
203        &self,
204        key: Self::Key,
205        layout: &MeshVertexBufferLayoutRef,
206    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
207        let mut shader_defs = Vec::new();
208        // We will only use the position of the mesh in our shader so we only need to specify that
209        let mut vertex_attributes = Vec::new();
210        if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
211            // Handle compressed vertex positions.
212            if layout
213                .0
214                .get_attribute_compression()
215                .contains(MeshAttributeCompressionFlags::COMPRESS_POSITION)
216            {
217                shader_defs.push("VERTEX_POSITIONS_COMPRESSED".into());
218            }
219            // Make sure this matches the shader location
220            vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
221        }
222        // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
223        let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
224        let view_layout = self
225            .mesh_pipeline
226            .get_view_layout(MeshPipelineViewLayoutKey::from(key));
227        Ok(RenderPipelineDescriptor {
228            label: Some("Specialized Mesh Pipeline".into()),
229            // We want to reuse the data from bevy so we use the same bind groups as the default
230            // mesh pipeline
231            layout: vec![
232                // Bind group 0 is the view uniform
233                view_layout.main_layout,
234                // Bind group 1 is empty
235                view_layout.empty_layout,
236                // Bind group 2 is the mesh uniform
237                self.mesh_pipeline.mesh_layouts.model_only.clone(),
238            ],
239            vertex: VertexState {
240                shader: self.shader_handle.clone(),
241                shader_defs: shader_defs.clone(),
242                buffers: vec![vertex_buffer_layout],
243                ..default()
244            },
245            fragment: Some(FragmentState {
246                shader: self.shader_handle.clone(),
247                shader_defs,
248                targets: vec![Some(ColorTargetState {
249                    format: key.target_format(),
250                    blend: None,
251                    write_mask: ColorWrites::ALL,
252                })],
253                ..default()
254            }),
255            primitive: PrimitiveState {
256                topology: key.primitive_topology(),
257                strip_index_format: key.strip_index_format(),
258                cull_mode: Some(Face::Back),
259                ..default()
260            },
261            // It's generally recommended to specialize your pipeline for MSAA,
262            // but it's not always possible
263            ..default()
264        })
265    }
examples/shader_advanced/specialized_mesh_pipeline.rs (line 233)
215    fn specialize(
216        &self,
217        mesh_key: Self::Key,
218        layout: &MeshVertexBufferLayoutRef,
219    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
220        let mut shader_defs = Vec::new();
221        // Define the vertex attributes based on a standard bevy [`Mesh`]
222        let mut vertex_attributes = Vec::new();
223        if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
224            // Handle compressed vertex positions.
225            if layout
226                .0
227                .get_attribute_compression()
228                .contains(MeshAttributeCompressionFlags::COMPRESS_POSITION)
229            {
230                shader_defs.push("VERTEX_POSITIONS_COMPRESSED".into());
231            }
232            // Make sure this matches the shader location
233            vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
234        }
235        if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
236            shader_defs.push("VERTEX_COLORS".into());
237            // Make sure this matches the shader location
238            vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1));
239        }
240        // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
241        let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
242
243        let view_layout = self
244            .mesh_pipeline
245            .get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key));
246
247        Ok(RenderPipelineDescriptor {
248            label: Some("Specialized Mesh Pipeline".into()),
249            layout: vec![
250                view_layout.main_layout,
251                view_layout.empty_layout,
252                self.mesh_pipeline.mesh_layouts.model_only.clone(),
253            ],
254            vertex: VertexState {
255                shader: self.shader_handle.clone(),
256                shader_defs: shader_defs.clone(),
257                // Customize how to store the meshes' vertex attributes in the vertex buffer
258                buffers: vec![vertex_buffer_layout],
259                ..default()
260            },
261            fragment: Some(FragmentState {
262                shader: self.shader_handle.clone(),
263                shader_defs,
264                targets: vec![Some(ColorTargetState {
265                    // This isn't required, but bevy supports rendering different formats
266                    // so it's generally recommended to specialize the pipeline for that
267                    format: mesh_key.target_format(),
268                    // For this example we only use opaque meshes,
269                    // but if you wanted to use alpha blending you would need to set it here
270                    blend: None,
271                    write_mask: ColorWrites::ALL,
272                })],
273                ..default()
274            }),
275            primitive: PrimitiveState {
276                topology: mesh_key.primitive_topology(),
277                strip_index_format: mesh_key.strip_index_format(),
278                front_face: FrontFace::Ccw,
279                cull_mode: Some(Face::Back),
280                polygon_mode: PolygonMode::Fill,
281                ..default()
282            },
283            // Note that if your view has no depth buffer this will need to be
284            // changed.
285            depth_stencil: Some(DepthStencilState {
286                format: CORE_3D_DEPTH_FORMAT,
287                depth_write_enabled: Some(true),
288                depth_compare: Some(CompareFunction::GreaterEqual),
289                stencil: default(),
290                bias: default(),
291            }),
292            // It's generally recommended to specialize your pipeline for MSAA,
293            // but it's not always possible
294            multisample: MultisampleState {
295                count: mesh_key.msaa_samples(),
296                ..default()
297            },
298            ..default()
299        })
300    }

Trait Implementations§

Source§

impl Clone for MeshVertexAttribute

Source§

fn clone(&self) -> MeshVertexAttribute

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Copy for MeshVertexAttribute

Source§

impl Debug for MeshVertexAttribute

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl From<MeshVertexAttribute> for MeshVertexAttributeId

Source§

fn from(attribute: MeshVertexAttribute) -> MeshVertexAttributeId

Converts to this type from the input type.
Source§

impl PartialEq for MeshVertexAttribute

Source§

fn eq(&self, other: &MeshVertexAttribute) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
Source§

impl StructuralPartialEq for MeshVertexAttribute

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

Source§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

Source§

impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> ConditionalSend for T
where T: Send,

Source§

impl<T> Conv for T

Source§

fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
Source§

impl<T> Downcast for T
where T: Any,

Source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
Source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
Source§

impl<T> Downcast for T
where T: Any,

Source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
Source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
Source§

impl<T> DowncastSend for T
where T: Any + Send,

Source§

fn into_any_send(self: Box<T>) -> Box<dyn Any + Send>

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
Source§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

Source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send> ⓘ

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
Source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

Source§

impl<T> ErasedDestructor for T
where T: 'static,

Source§

impl<T> FmtForward for T

Source§

fn fmt_binary(self) -> FmtBinary<Self>
where Self: Binary,

Causes self to use its Binary implementation when Debug-formatted.
Source§

fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
Source§

fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
Source§

fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
Source§

fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
Source§

fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
Source§

fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
Source§

fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
Source§

fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<S> FromSample<S> for S

Source§

fn from_sample_(s: S) -> S

Source§

impl<T, W> HasTypeWitness<W> for T
where W: MakeTypeWitness<Arg = T>, T: ?Sized,

Source§

const WITNESS: W = W::MAKE

A constant of the type witness
Source§

impl<T> HitDataExtra for T
where T: Send + Sync + Debug + Any + 'static,

Source§

impl<T> Identity for T
where T: ?Sized,

Source§

const TYPE_EQ: TypeEq<T, <T as Identity>::Type> = TypeEq::NEW

Proof that Self is the same type as Self::Type, provides methods for casting between Self and Self::Type.
Source§

type Type = T

The same type as Self, used to emulate type equality bounds (T == U) with associated type equality constraints (T: Identity<Type = U>).
Source§

impl<T> InitializeFromFunction<T> for T

Source§

fn initialize_from_function(f: fn() -> T) -> T

Create an instance of this type from an initialization function
Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self> ⓘ

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self> ⓘ

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

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

Source§

impl<T> IntoEither for T

Source§

fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

impl<T> IntoResult<T> for T

Source§

fn into_result(self) -> Result<T, RunSystemError>

Converts this type into the system output type.
Source§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

Source§

fn into_sample(self) -> T

Source§

impl<A> Is for A
where A: Any,

Source§

fn is<T>() -> bool
where T: Any,

Checks if the current type “is” another type, using a TypeId equality comparison. This is most useful in the context of generic logic. Read more
Source§

impl<T> PatchTemplate for T
where T: Template,

Source§

fn patch_template<F>(func: F) -> TemplatePatch<F, T>
where F: FnOnce(&mut T, &mut ResolveContext<'_>),

Takes a “patch function” func that patches this Template, and turns it into a TemplatePatch.
Source§

impl<T> Pipe for T
where T: ?Sized,

Source§

fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
Source§

fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
Source§

fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
Source§

fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
Source§

fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
Source§

fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
Source§

fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
Source§

impl<T> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<T> Settings for T
where T: 'static + Send + Sync,

Source§

impl<Ret> SpawnIfAsync<(), Ret> for Ret

Source§

fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
Source§

impl<T, O> SuperFrom<T> for O
where O: From<T>,

Source§

fn super_from(input: T) -> O

Convert from a type to another type.
Source§

impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

Source§

fn super_into(self) -> O

Convert from a type to another type.
Source§

impl<T> Tap for T

Source§

fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
Source§

fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
Source§

fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
Source§

fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
Source§

fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
Source§

fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
Source§

fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
Source§

fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
Source§

fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
Source§

fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
Source§

impl<T> Template for T
where T: Clone + Unpin,

Source§

type Output = T

The type of value produced by this Template.
Source§

fn build_template( &self, _context: &mut TemplateContext<'_, '_>, ) -> Result<<T as Template>::Output, BevyError>

Uses this template and the given entity context to produce a Template::Output.
Source§

fn clone_template(&self) -> T

Clones this template. See Clone.
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

Source§

fn to_sample_(self) -> U

Source§

impl<T> TryConv for T

Source§

fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = !

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, !>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

Source§

fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of self.
Source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

Source§

fn vzip(self) -> V

Source§

impl<T> WasmNotSend for T
where T: Send,

Source§

impl<T> WasmNotSendSync for T

Source§

impl<T> WasmNotSync for T
where T: Sync,

Source§

impl<T> WithSubscriber for T

Source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> ⓘ
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

fn with_current_subscriber(self) -> WithDispatch<Self> ⓘ

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more