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RetainedViewEntity

Struct RetainedViewEntity 

Source
pub struct RetainedViewEntity {
    pub main_entity: MainEntity,
    pub auxiliary_entity: Option<MainEntity>,
    pub subview_index: u32,
}
Available on crate feature bevy_render only.
Expand description

An identifier for a view that is stable across frames.

We can’t use Entity for this because render world entities aren’t stable, and we can’t use just MainEntity because some main world views extract to multiple render world views. For example, a directional light extracts to one render world view per cascade, and a point light extracts to one render world view per cubemap face. So we pair the main entity with an auxiliary entity and a subview index, which together uniquely identify a view in the render world in a way that’s stable from frame to frame.

Fields§

§main_entity: MainEntity

The main entity that this view corresponds to.

§auxiliary_entity: Option<MainEntity>

Another entity associated with the view entity.

This is currently used for shadow cascades. If there are multiple cameras, each camera needs to have its own set of shadow cascades. Thus the light and subview index aren’t themselves enough to uniquely identify a shadow cascade: we need the camera that the cascade is associated with as well. This entity stores that camera.

§subview_index: u32

The index of the view corresponding to the entity.

For example, for point lights that cast shadows, this is the index of the cubemap face (0 through 5 inclusive). For directional lights, this is the index of the cascade.

Implementations§

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impl RetainedViewEntity

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pub fn new( main_entity: MainEntity, auxiliary_entity: Option<MainEntity>, subview_index: u32, ) -> RetainedViewEntity

Creates a new RetainedViewEntity from the given main world entity, auxiliary main world entity, and subview index.

See RetainedViewEntity::subview_index for an explanation of what auxiliary_entity and subview_index are.

Examples found in repository?
examples/shader_advanced/custom_render_phase.rs (line 539)
528fn extract_camera_phases(
529    mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
530    cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
531    mut live_entities: Local<HashSet<RetainedViewEntity>>,
532) {
533    live_entities.clear();
534    for (main_entity, camera) in &cameras {
535        if !camera.is_active {
536            continue;
537        }
538        // This is the main camera, so we use the first subview index (0)
539        let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
540
541        stencil_phases.prepare_for_new_frame(retained_view_entity);
542        live_entities.insert(retained_view_entity);
543    }
544
545    // Clear out all dead views.
546    stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
547}
More examples
Hide additional examples
examples/2d/mesh2d_manual.rs (line 505)
492fn extract_colored_mesh2d_camera_phases(
493    mut colored_mesh2d_render_phases: ResMut<ViewSortedRenderPhases<TransparentColoredMesh2d>>,
494    cameras_2d: Extract<Query<(Entity, &Camera), With<Camera2d>>>,
495    mut live_entities: Local<HashSet<RetainedViewEntity>>,
496) {
497    live_entities.clear();
498
499    for (main_entity, camera) in &cameras_2d {
500        if !camera.is_active {
501            continue;
502        }
503
504        // This is the main 2D camera, so we use the first subview index (0).
505        let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
506
507        colored_mesh2d_render_phases.prepare_for_new_frame(retained_view_entity);
508
509        live_entities.insert(retained_view_entity);
510    }
511
512    // Clear out all dead views.
513    colored_mesh2d_render_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
514}

Trait Implementations§

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impl Clone for RetainedViewEntity

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fn clone(&self) -> RetainedViewEntity

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
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impl Copy for RetainedViewEntity

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impl Debug for RetainedViewEntity

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

Formats the value using the given formatter. Read more
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impl Eq for RetainedViewEntity

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impl Hash for RetainedViewEntity

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for RetainedViewEntity

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

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

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

Inequality operator !=. Read more
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impl StructuralPartialEq for RetainedViewEntity

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