pub struct TextureAtlasBuilder<'a> { /* private fields */ }Expand description
A builder which is used to create a texture atlas from many individual sprites.
Implementations§
Source§impl<'a> TextureAtlasBuilder<'a>
impl<'a> TextureAtlasBuilder<'a>
Sourcepub fn initial_size(&mut self, size: UVec2) -> &mut TextureAtlasBuilder<'a>
pub fn initial_size(&mut self, size: UVec2) -> &mut TextureAtlasBuilder<'a>
Sets the initial size of the atlas in pixels.
Examples found in repository?
460 pub fn setup(
461 mut commands: Commands,
462 mut textures: ResMut<Assets<Image>>,
463 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
464 ) {
465 commands.spawn((Camera2d, DespawnOnExit(super::Scene::TextureAtlasBuilder)));
466
467 for (i, padding) in [UVec2::ZERO, PADDING_SIZE].into_iter().enumerate() {
468 // generate solid red green and blue and yellow images
469 let images = [
470 [255, 0, 0, 255],
471 [0, 255, 0, 255],
472 [0, 0, 255, 255],
473 [255, 255, 0, 255],
474 ]
475 .map(|pixel| {
476 Image::new_fill(
477 Extent3d {
478 width: 28,
479 height: 28,
480 depth_or_array_layers: 1,
481 },
482 TextureDimension::D2,
483 &pixel,
484 TextureFormat::Rgba8UnormSrgb,
485 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
486 )
487 });
488
489 let mut texture_atlas_builder = TextureAtlasBuilder::default();
490 texture_atlas_builder
491 .initial_size(ATLAS_SIZE)
492 .max_size(ATLAS_SIZE)
493 .padding(padding);
494 for image in &images {
495 texture_atlas_builder.add_texture(None, image);
496 }
497
498 let (atlas_layout, _, atlas_texture) = texture_atlas_builder.build().expect(
499 "The images are 28 pixels square, so they should fit with 4 pixels left over",
500 );
501 let atlas_layout = texture_atlases.add(atlas_layout);
502
503 let mut nearest_atlas_image = atlas_texture.clone();
504 nearest_atlas_image.sampler = ImageSampler::nearest();
505
506 let atlas_handle = textures.add(atlas_texture);
507 let nearest_atlas_handle = textures.add(nearest_atlas_image);
508
509 let position = ((2. * i as f32 - 1.) * (0.625 * ATLAS_SIZE.x as f32 * ATLAS_SCALE))
510 .round()
511 * Vec3::X;
512
513 commands.spawn((
514 Sprite {
515 image: nearest_atlas_handle,
516 custom_size: Some(ATLAS_SIZE.as_vec2() * ATLAS_SCALE),
517 ..default()
518 },
519 Anchor::BOTTOM_CENTER,
520 ShowAabbGizmo {
521 color: Some(Color::WHITE),
522 },
523 DespawnOnExit(super::Scene::TextureAtlasBuilder),
524 Transform::from_translation(position),
525 ));
526
527 for (index, anchor) in [
528 Anchor::BOTTOM_RIGHT,
529 Anchor::BOTTOM_LEFT,
530 Anchor::TOP_LEFT,
531 Anchor::TOP_RIGHT,
532 ]
533 .into_iter()
534 .enumerate()
535 {
536 commands.spawn((
537 Sprite {
538 image: atlas_handle.clone(),
539 texture_atlas: Some(TextureAtlas {
540 layout: atlas_layout.clone(),
541 index,
542 }),
543 custom_size: Some(IMAGE_SIZE.as_vec2() * IMAGE_SCALE),
544 ..default()
545 },
546 Transform::from_translation(
547 position
548 + -2.
549 * IMAGE_SCALE
550 * (Vec3::Y * IMAGE_SIZE.y as f32 + anchor.as_vec().extend(0.)),
551 ),
552 anchor,
553 DespawnOnExit(super::Scene::TextureAtlasBuilder),
554 ));
555 }
556 }
557 }Sourcepub fn max_size(&mut self, size: UVec2) -> &mut TextureAtlasBuilder<'a>
pub fn max_size(&mut self, size: UVec2) -> &mut TextureAtlasBuilder<'a>
Sets the max size of the atlas in pixels.
Examples found in repository?
460 pub fn setup(
461 mut commands: Commands,
462 mut textures: ResMut<Assets<Image>>,
463 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
464 ) {
465 commands.spawn((Camera2d, DespawnOnExit(super::Scene::TextureAtlasBuilder)));
466
467 for (i, padding) in [UVec2::ZERO, PADDING_SIZE].into_iter().enumerate() {
468 // generate solid red green and blue and yellow images
469 let images = [
470 [255, 0, 0, 255],
471 [0, 255, 0, 255],
472 [0, 0, 255, 255],
473 [255, 255, 0, 255],
474 ]
475 .map(|pixel| {
476 Image::new_fill(
477 Extent3d {
478 width: 28,
479 height: 28,
480 depth_or_array_layers: 1,
481 },
482 TextureDimension::D2,
483 &pixel,
484 TextureFormat::Rgba8UnormSrgb,
485 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
486 )
487 });
488
489 let mut texture_atlas_builder = TextureAtlasBuilder::default();
490 texture_atlas_builder
491 .initial_size(ATLAS_SIZE)
492 .max_size(ATLAS_SIZE)
493 .padding(padding);
494 for image in &images {
495 texture_atlas_builder.add_texture(None, image);
496 }
497
498 let (atlas_layout, _, atlas_texture) = texture_atlas_builder.build().expect(
499 "The images are 28 pixels square, so they should fit with 4 pixels left over",
500 );
501 let atlas_layout = texture_atlases.add(atlas_layout);
502
503 let mut nearest_atlas_image = atlas_texture.clone();
504 nearest_atlas_image.sampler = ImageSampler::nearest();
505
506 let atlas_handle = textures.add(atlas_texture);
507 let nearest_atlas_handle = textures.add(nearest_atlas_image);
508
509 let position = ((2. * i as f32 - 1.) * (0.625 * ATLAS_SIZE.x as f32 * ATLAS_SCALE))
510 .round()
511 * Vec3::X;
512
513 commands.spawn((
514 Sprite {
515 image: nearest_atlas_handle,
516 custom_size: Some(ATLAS_SIZE.as_vec2() * ATLAS_SCALE),
517 ..default()
518 },
519 Anchor::BOTTOM_CENTER,
520 ShowAabbGizmo {
521 color: Some(Color::WHITE),
522 },
523 DespawnOnExit(super::Scene::TextureAtlasBuilder),
524 Transform::from_translation(position),
525 ));
526
527 for (index, anchor) in [
528 Anchor::BOTTOM_RIGHT,
529 Anchor::BOTTOM_LEFT,
530 Anchor::TOP_LEFT,
531 Anchor::TOP_RIGHT,
532 ]
533 .into_iter()
534 .enumerate()
535 {
536 commands.spawn((
537 Sprite {
538 image: atlas_handle.clone(),
539 texture_atlas: Some(TextureAtlas {
540 layout: atlas_layout.clone(),
541 index,
542 }),
543 custom_size: Some(IMAGE_SIZE.as_vec2() * IMAGE_SCALE),
544 ..default()
545 },
546 Transform::from_translation(
547 position
548 + -2.
549 * IMAGE_SCALE
550 * (Vec3::Y * IMAGE_SIZE.y as f32 + anchor.as_vec().extend(0.)),
551 ),
552 anchor,
553 DespawnOnExit(super::Scene::TextureAtlasBuilder),
554 ));
555 }
556 }
557 }Sourcepub fn format(&mut self, format: TextureFormat) -> &mut TextureAtlasBuilder<'a>
pub fn format(&mut self, format: TextureFormat) -> &mut TextureAtlasBuilder<'a>
Sets the texture format for textures in the atlas.
Sourcepub fn auto_format_conversion(
&mut self,
auto_format_conversion: bool,
) -> &mut TextureAtlasBuilder<'a>
pub fn auto_format_conversion( &mut self, auto_format_conversion: bool, ) -> &mut TextureAtlasBuilder<'a>
Control whether the added texture should be converted to the atlas format, if different.
Sourcepub fn add_texture(
&mut self,
image_id: Option<AssetId<Image>>,
texture: &'a Image,
) -> &mut TextureAtlasBuilder<'a>
pub fn add_texture( &mut self, image_id: Option<AssetId<Image>>, texture: &'a Image, ) -> &mut TextureAtlasBuilder<'a>
Adds a texture to be copied to the texture atlas.
Optionally an asset id can be passed that can later be used with the texture layout to retrieve the index of this texture. The insertion order will reflect the index of the added texture in the finished texture atlas.
Examples found in repository?
217fn create_texture_atlas(
218 folder: &LoadedFolder,
219 padding: Option<UVec2>,
220 sampling: Option<ImageSampler>,
221 textures: &mut ResMut<Assets<Image>>,
222) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
223 // Build a texture atlas using the individual sprites
224 let mut texture_atlas_builder = TextureAtlasBuilder::default();
225 texture_atlas_builder.padding(padding.unwrap_or_default());
226 for handle in folder.handles.iter() {
227 let id = handle.id().typed_unchecked::<Image>();
228 let Some(texture) = textures.get(id) else {
229 warn!(
230 "{} did not resolve to an `Image` asset.",
231 handle.path().unwrap()
232 );
233 continue;
234 };
235
236 texture_atlas_builder.add_texture(Some(id), texture);
237 }
238
239 let (texture_atlas_layout, texture_atlas_sources, texture) =
240 texture_atlas_builder.build().unwrap();
241 let texture = textures.add(texture);
242
243 // Update the sampling settings of the texture atlas
244 let mut image = textures.get_mut(&texture).unwrap();
245 image.sampler = sampling.unwrap_or_default();
246
247 (texture_atlas_layout, texture_atlas_sources, texture)
248}More examples
460 pub fn setup(
461 mut commands: Commands,
462 mut textures: ResMut<Assets<Image>>,
463 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
464 ) {
465 commands.spawn((Camera2d, DespawnOnExit(super::Scene::TextureAtlasBuilder)));
466
467 for (i, padding) in [UVec2::ZERO, PADDING_SIZE].into_iter().enumerate() {
468 // generate solid red green and blue and yellow images
469 let images = [
470 [255, 0, 0, 255],
471 [0, 255, 0, 255],
472 [0, 0, 255, 255],
473 [255, 255, 0, 255],
474 ]
475 .map(|pixel| {
476 Image::new_fill(
477 Extent3d {
478 width: 28,
479 height: 28,
480 depth_or_array_layers: 1,
481 },
482 TextureDimension::D2,
483 &pixel,
484 TextureFormat::Rgba8UnormSrgb,
485 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
486 )
487 });
488
489 let mut texture_atlas_builder = TextureAtlasBuilder::default();
490 texture_atlas_builder
491 .initial_size(ATLAS_SIZE)
492 .max_size(ATLAS_SIZE)
493 .padding(padding);
494 for image in &images {
495 texture_atlas_builder.add_texture(None, image);
496 }
497
498 let (atlas_layout, _, atlas_texture) = texture_atlas_builder.build().expect(
499 "The images are 28 pixels square, so they should fit with 4 pixels left over",
500 );
501 let atlas_layout = texture_atlases.add(atlas_layout);
502
503 let mut nearest_atlas_image = atlas_texture.clone();
504 nearest_atlas_image.sampler = ImageSampler::nearest();
505
506 let atlas_handle = textures.add(atlas_texture);
507 let nearest_atlas_handle = textures.add(nearest_atlas_image);
508
509 let position = ((2. * i as f32 - 1.) * (0.625 * ATLAS_SIZE.x as f32 * ATLAS_SCALE))
510 .round()
511 * Vec3::X;
512
513 commands.spawn((
514 Sprite {
515 image: nearest_atlas_handle,
516 custom_size: Some(ATLAS_SIZE.as_vec2() * ATLAS_SCALE),
517 ..default()
518 },
519 Anchor::BOTTOM_CENTER,
520 ShowAabbGizmo {
521 color: Some(Color::WHITE),
522 },
523 DespawnOnExit(super::Scene::TextureAtlasBuilder),
524 Transform::from_translation(position),
525 ));
526
527 for (index, anchor) in [
528 Anchor::BOTTOM_RIGHT,
529 Anchor::BOTTOM_LEFT,
530 Anchor::TOP_LEFT,
531 Anchor::TOP_RIGHT,
532 ]
533 .into_iter()
534 .enumerate()
535 {
536 commands.spawn((
537 Sprite {
538 image: atlas_handle.clone(),
539 texture_atlas: Some(TextureAtlas {
540 layout: atlas_layout.clone(),
541 index,
542 }),
543 custom_size: Some(IMAGE_SIZE.as_vec2() * IMAGE_SCALE),
544 ..default()
545 },
546 Transform::from_translation(
547 position
548 + -2.
549 * IMAGE_SCALE
550 * (Vec3::Y * IMAGE_SIZE.y as f32 + anchor.as_vec().extend(0.)),
551 ),
552 anchor,
553 DespawnOnExit(super::Scene::TextureAtlasBuilder),
554 ));
555 }
556 }
557 }Sourcepub fn padding(&mut self, padding: UVec2) -> &mut TextureAtlasBuilder<'a>
pub fn padding(&mut self, padding: UVec2) -> &mut TextureAtlasBuilder<'a>
Sets the amount of padding in pixels to add between the textures in the texture atlas.
The x value provide will be added to the right edge, while the y value will be added to the bottom edge.
Examples found in repository?
217fn create_texture_atlas(
218 folder: &LoadedFolder,
219 padding: Option<UVec2>,
220 sampling: Option<ImageSampler>,
221 textures: &mut ResMut<Assets<Image>>,
222) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
223 // Build a texture atlas using the individual sprites
224 let mut texture_atlas_builder = TextureAtlasBuilder::default();
225 texture_atlas_builder.padding(padding.unwrap_or_default());
226 for handle in folder.handles.iter() {
227 let id = handle.id().typed_unchecked::<Image>();
228 let Some(texture) = textures.get(id) else {
229 warn!(
230 "{} did not resolve to an `Image` asset.",
231 handle.path().unwrap()
232 );
233 continue;
234 };
235
236 texture_atlas_builder.add_texture(Some(id), texture);
237 }
238
239 let (texture_atlas_layout, texture_atlas_sources, texture) =
240 texture_atlas_builder.build().unwrap();
241 let texture = textures.add(texture);
242
243 // Update the sampling settings of the texture atlas
244 let mut image = textures.get_mut(&texture).unwrap();
245 image.sampler = sampling.unwrap_or_default();
246
247 (texture_atlas_layout, texture_atlas_sources, texture)
248}More examples
460 pub fn setup(
461 mut commands: Commands,
462 mut textures: ResMut<Assets<Image>>,
463 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
464 ) {
465 commands.spawn((Camera2d, DespawnOnExit(super::Scene::TextureAtlasBuilder)));
466
467 for (i, padding) in [UVec2::ZERO, PADDING_SIZE].into_iter().enumerate() {
468 // generate solid red green and blue and yellow images
469 let images = [
470 [255, 0, 0, 255],
471 [0, 255, 0, 255],
472 [0, 0, 255, 255],
473 [255, 255, 0, 255],
474 ]
475 .map(|pixel| {
476 Image::new_fill(
477 Extent3d {
478 width: 28,
479 height: 28,
480 depth_or_array_layers: 1,
481 },
482 TextureDimension::D2,
483 &pixel,
484 TextureFormat::Rgba8UnormSrgb,
485 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
486 )
487 });
488
489 let mut texture_atlas_builder = TextureAtlasBuilder::default();
490 texture_atlas_builder
491 .initial_size(ATLAS_SIZE)
492 .max_size(ATLAS_SIZE)
493 .padding(padding);
494 for image in &images {
495 texture_atlas_builder.add_texture(None, image);
496 }
497
498 let (atlas_layout, _, atlas_texture) = texture_atlas_builder.build().expect(
499 "The images are 28 pixels square, so they should fit with 4 pixels left over",
500 );
501 let atlas_layout = texture_atlases.add(atlas_layout);
502
503 let mut nearest_atlas_image = atlas_texture.clone();
504 nearest_atlas_image.sampler = ImageSampler::nearest();
505
506 let atlas_handle = textures.add(atlas_texture);
507 let nearest_atlas_handle = textures.add(nearest_atlas_image);
508
509 let position = ((2. * i as f32 - 1.) * (0.625 * ATLAS_SIZE.x as f32 * ATLAS_SCALE))
510 .round()
511 * Vec3::X;
512
513 commands.spawn((
514 Sprite {
515 image: nearest_atlas_handle,
516 custom_size: Some(ATLAS_SIZE.as_vec2() * ATLAS_SCALE),
517 ..default()
518 },
519 Anchor::BOTTOM_CENTER,
520 ShowAabbGizmo {
521 color: Some(Color::WHITE),
522 },
523 DespawnOnExit(super::Scene::TextureAtlasBuilder),
524 Transform::from_translation(position),
525 ));
526
527 for (index, anchor) in [
528 Anchor::BOTTOM_RIGHT,
529 Anchor::BOTTOM_LEFT,
530 Anchor::TOP_LEFT,
531 Anchor::TOP_RIGHT,
532 ]
533 .into_iter()
534 .enumerate()
535 {
536 commands.spawn((
537 Sprite {
538 image: atlas_handle.clone(),
539 texture_atlas: Some(TextureAtlas {
540 layout: atlas_layout.clone(),
541 index,
542 }),
543 custom_size: Some(IMAGE_SIZE.as_vec2() * IMAGE_SCALE),
544 ..default()
545 },
546 Transform::from_translation(
547 position
548 + -2.
549 * IMAGE_SCALE
550 * (Vec3::Y * IMAGE_SIZE.y as f32 + anchor.as_vec().extend(0.)),
551 ),
552 anchor,
553 DespawnOnExit(super::Scene::TextureAtlasBuilder),
554 ));
555 }
556 }
557 }Sourcepub fn build(
&mut self,
) -> Result<(TextureAtlasLayout, TextureAtlasSources, Image), TextureAtlasBuilderError>
pub fn build( &mut self, ) -> Result<(TextureAtlasLayout, TextureAtlasSources, Image), TextureAtlasBuilderError>
Consumes the builder, and returns the newly created texture atlas and the associated atlas layout.
Assigns indices to the textures based on the insertion order. Internally it copies all rectangles from the textures and copies them into a new texture.
§Usage
fn my_system(mut textures: ResMut<Assets<Image>>, mut layouts: ResMut<Assets<TextureAtlasLayout>>) {
// Declare your builder
let mut builder = TextureAtlasBuilder::default();
// Customize it
// ...
// Build your texture and the atlas layout
let (atlas_layout, atlas_sources, texture) = builder.build().unwrap();
let texture = textures.add(texture);
let layout = layouts.add(atlas_layout);
}§Errors
If there is not enough space in the atlas texture, an error will be returned. It is then recommended to make a larger sprite sheet.
Examples found in repository?
217fn create_texture_atlas(
218 folder: &LoadedFolder,
219 padding: Option<UVec2>,
220 sampling: Option<ImageSampler>,
221 textures: &mut ResMut<Assets<Image>>,
222) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
223 // Build a texture atlas using the individual sprites
224 let mut texture_atlas_builder = TextureAtlasBuilder::default();
225 texture_atlas_builder.padding(padding.unwrap_or_default());
226 for handle in folder.handles.iter() {
227 let id = handle.id().typed_unchecked::<Image>();
228 let Some(texture) = textures.get(id) else {
229 warn!(
230 "{} did not resolve to an `Image` asset.",
231 handle.path().unwrap()
232 );
233 continue;
234 };
235
236 texture_atlas_builder.add_texture(Some(id), texture);
237 }
238
239 let (texture_atlas_layout, texture_atlas_sources, texture) =
240 texture_atlas_builder.build().unwrap();
241 let texture = textures.add(texture);
242
243 // Update the sampling settings of the texture atlas
244 let mut image = textures.get_mut(&texture).unwrap();
245 image.sampler = sampling.unwrap_or_default();
246
247 (texture_atlas_layout, texture_atlas_sources, texture)
248}More examples
460 pub fn setup(
461 mut commands: Commands,
462 mut textures: ResMut<Assets<Image>>,
463 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
464 ) {
465 commands.spawn((Camera2d, DespawnOnExit(super::Scene::TextureAtlasBuilder)));
466
467 for (i, padding) in [UVec2::ZERO, PADDING_SIZE].into_iter().enumerate() {
468 // generate solid red green and blue and yellow images
469 let images = [
470 [255, 0, 0, 255],
471 [0, 255, 0, 255],
472 [0, 0, 255, 255],
473 [255, 255, 0, 255],
474 ]
475 .map(|pixel| {
476 Image::new_fill(
477 Extent3d {
478 width: 28,
479 height: 28,
480 depth_or_array_layers: 1,
481 },
482 TextureDimension::D2,
483 &pixel,
484 TextureFormat::Rgba8UnormSrgb,
485 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
486 )
487 });
488
489 let mut texture_atlas_builder = TextureAtlasBuilder::default();
490 texture_atlas_builder
491 .initial_size(ATLAS_SIZE)
492 .max_size(ATLAS_SIZE)
493 .padding(padding);
494 for image in &images {
495 texture_atlas_builder.add_texture(None, image);
496 }
497
498 let (atlas_layout, _, atlas_texture) = texture_atlas_builder.build().expect(
499 "The images are 28 pixels square, so they should fit with 4 pixels left over",
500 );
501 let atlas_layout = texture_atlases.add(atlas_layout);
502
503 let mut nearest_atlas_image = atlas_texture.clone();
504 nearest_atlas_image.sampler = ImageSampler::nearest();
505
506 let atlas_handle = textures.add(atlas_texture);
507 let nearest_atlas_handle = textures.add(nearest_atlas_image);
508
509 let position = ((2. * i as f32 - 1.) * (0.625 * ATLAS_SIZE.x as f32 * ATLAS_SCALE))
510 .round()
511 * Vec3::X;
512
513 commands.spawn((
514 Sprite {
515 image: nearest_atlas_handle,
516 custom_size: Some(ATLAS_SIZE.as_vec2() * ATLAS_SCALE),
517 ..default()
518 },
519 Anchor::BOTTOM_CENTER,
520 ShowAabbGizmo {
521 color: Some(Color::WHITE),
522 },
523 DespawnOnExit(super::Scene::TextureAtlasBuilder),
524 Transform::from_translation(position),
525 ));
526
527 for (index, anchor) in [
528 Anchor::BOTTOM_RIGHT,
529 Anchor::BOTTOM_LEFT,
530 Anchor::TOP_LEFT,
531 Anchor::TOP_RIGHT,
532 ]
533 .into_iter()
534 .enumerate()
535 {
536 commands.spawn((
537 Sprite {
538 image: atlas_handle.clone(),
539 texture_atlas: Some(TextureAtlas {
540 layout: atlas_layout.clone(),
541 index,
542 }),
543 custom_size: Some(IMAGE_SIZE.as_vec2() * IMAGE_SCALE),
544 ..default()
545 },
546 Transform::from_translation(
547 position
548 + -2.
549 * IMAGE_SCALE
550 * (Vec3::Y * IMAGE_SIZE.y as f32 + anchor.as_vec().extend(0.)),
551 ),
552 anchor,
553 DespawnOnExit(super::Scene::TextureAtlasBuilder),
554 ));
555 }
556 }
557 }Trait Implementations§
Source§impl<'a> Debug for TextureAtlasBuilder<'a>
impl<'a> Debug for TextureAtlasBuilder<'a>
Source§impl Default for TextureAtlasBuilder<'_>
impl Default for TextureAtlasBuilder<'_>
Source§fn default() -> TextureAtlasBuilder<'_>
fn default() -> TextureAtlasBuilder<'_>
Auto Trait Implementations§
impl<'a> Freeze for TextureAtlasBuilder<'a>
impl<'a> RefUnwindSafe for TextureAtlasBuilder<'a>
impl<'a> Send for TextureAtlasBuilder<'a>
impl<'a> Sync for TextureAtlasBuilder<'a>
impl<'a> Unpin for TextureAtlasBuilder<'a>
impl<'a> UnsafeUnpin for TextureAtlasBuilder<'a>
impl<'a> UnwindSafe for TextureAtlasBuilder<'a>
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
impl<T> ConditionalSend for Twhere
T: Send,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
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