pub struct RetainedViewEntity {
pub main_entity: MainEntity,
pub auxiliary_entity: Option<MainEntity>,
pub subview_index: u32,
}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: MainEntityThe 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: u32The 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§
Source§impl RetainedViewEntity
impl RetainedViewEntity
Sourcepub fn new(
main_entity: MainEntity,
auxiliary_entity: Option<MainEntity>,
subview_index: u32,
) -> RetainedViewEntity
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?
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
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§
Source§impl Clone for RetainedViewEntity
impl Clone for RetainedViewEntity
Source§fn clone(&self) -> RetainedViewEntity
fn clone(&self) -> RetainedViewEntity
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreimpl Copy for RetainedViewEntity
Source§impl Debug for RetainedViewEntity
impl Debug for RetainedViewEntity
impl Eq for RetainedViewEntity
Source§impl Hash for RetainedViewEntity
impl Hash for RetainedViewEntity
Source§impl PartialEq for RetainedViewEntity
impl PartialEq for RetainedViewEntity
impl StructuralPartialEq for RetainedViewEntity
Auto Trait Implementations§
impl Freeze for RetainedViewEntity
impl RefUnwindSafe for RetainedViewEntity
impl Send for RetainedViewEntity
impl Sync for RetainedViewEntity
impl Unpin for RetainedViewEntity
impl UnsafeUnpin for RetainedViewEntity
impl UnwindSafe for RetainedViewEntity
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