Struct bevy::render::view::visibility::RenderLayers
pub struct RenderLayers(_);
Expand description
Describes which rendering layers an entity belongs to.
Cameras with this component will only render entities with intersecting layers.
There are 32 layers numbered 0
- TOTAL_LAYERS
. Entities may
belong to one or more layers, or no layer at all.
The Default
instance of RenderLayers
contains layer 0
, the first layer.
An entity with this component without any layers is invisible.
Entities without this component belong to layer 0
.
Implementations§
§impl RenderLayers
impl RenderLayers
pub const TOTAL_LAYERS: usize = 32usize
pub const TOTAL_LAYERS: usize = 32usize
The total number of layers supported.
pub const fn layer(n: u8) -> RenderLayers
pub const fn layer(n: u8) -> RenderLayers
Create a new RenderLayers
belonging to the given layer.
pub const fn all() -> RenderLayers
pub const fn all() -> RenderLayers
Create a new RenderLayers
that belongs to all layers.
pub const fn none() -> RenderLayers
pub const fn none() -> RenderLayers
Create a new RenderLayers
that belongs to no layers.
pub fn from_layers(layers: &[u8]) -> RenderLayers
pub fn from_layers(layers: &[u8]) -> RenderLayers
Create a RenderLayers
from a list of layers.
pub const fn with(self, layer: u8) -> RenderLayers
pub const fn with(self, layer: u8) -> RenderLayers
Add the given layer.
This may be called multiple times to allow an entity to belong
to multiple rendering layers. The maximum layer is TOTAL_LAYERS - 1
.
Panics
Panics when called with a layer greater than TOTAL_LAYERS - 1
.
pub const fn without(self, layer: u8) -> RenderLayers
pub const fn without(self, layer: u8) -> RenderLayers
Removes the given rendering layer.
Panics
Panics when called with a layer greater than TOTAL_LAYERS - 1
.
pub fn intersects(&self, other: &RenderLayers) -> bool
pub fn intersects(&self, other: &RenderLayers) -> bool
Determine if a RenderLayers
intersects another.
RenderLayers
s intersect if they share any common layers.
A RenderLayers
with no layers will not match any other
RenderLayers
, even another with no layers.
Trait Implementations§
§impl Clone for RenderLayers
impl Clone for RenderLayers
§fn clone(&self) -> RenderLayers
fn clone(&self) -> RenderLayers
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Component for RenderLayerswhere
RenderLayers: 'static + Send + Sync,
impl Component for RenderLayerswhere
RenderLayers: 'static + Send + Sync,
type Storage = TableStorage
§impl Debug for RenderLayers
impl Debug for RenderLayers
§impl Default for RenderLayers
impl Default for RenderLayers
Defaults to containing to layer 0
, the first layer.
§fn default() -> RenderLayers
fn default() -> RenderLayers
§impl FromIterator<u8> for RenderLayers
impl FromIterator<u8> for RenderLayers
§fn from_iter<T>(i: T) -> RenderLayerswhere
T: IntoIterator<Item = u8>,
fn from_iter<T>(i: T) -> RenderLayerswhere
T: IntoIterator<Item = u8>,
§impl GetTypeRegistration for RenderLayers
impl GetTypeRegistration for RenderLayers
§impl Ord for RenderLayers
impl Ord for RenderLayers
§impl PartialEq<RenderLayers> for RenderLayers
impl PartialEq<RenderLayers> for RenderLayers
§fn eq(&self, other: &RenderLayers) -> bool
fn eq(&self, other: &RenderLayers) -> bool
§impl PartialOrd<RenderLayers> for RenderLayers
impl PartialOrd<RenderLayers> for RenderLayers
§fn partial_cmp(&self, other: &RenderLayers) -> Option<Ordering>
fn partial_cmp(&self, other: &RenderLayers) -> Option<Ordering>
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self
and other
) and is used by the <=
operator. Read more§impl Reflect for RenderLayers
impl Reflect for RenderLayers
§fn get_type_info(&self) -> &'static TypeInfo
fn get_type_info(&self) -> &'static TypeInfo
§fn into_any(self: Box<RenderLayers, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<RenderLayers, Global>) -> Box<dyn Any + 'static, Global>
Box<dyn Any>
.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.§fn into_reflect(
self: Box<RenderLayers, Global>
) -> Box<dyn Reflect + 'static, Global>
fn into_reflect(
self: Box<RenderLayers, Global>
) -> Box<dyn Reflect + 'static, Global>
§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
Reflect
trait object. Read more§fn set(
&mut self,
value: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
fn set(
&mut self,
value: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<RenderLayers, Global>) -> ReflectOwned
fn reflect_owned(self: Box<RenderLayers, Global>) -> ReflectOwned
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§impl TupleStruct for RenderLayers
impl TupleStruct for RenderLayers
§fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect
. Read more§fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
fn iter_fields(&self) -> TupleStructFieldIter<'_> ⓘ
§fn clone_dynamic(&self) -> DynamicTupleStruct
fn clone_dynamic(&self) -> DynamicTupleStruct
DynamicTupleStruct
.§impl Typed for RenderLayers
impl Typed for RenderLayers
impl Copy for RenderLayers
impl Eq for RenderLayers
impl StructuralEq for RenderLayers
impl StructuralPartialEq for RenderLayers
Auto Trait Implementations§
impl RefUnwindSafe for RenderLayers
impl Send for RenderLayers
impl Sync for RenderLayers
impl Unpin for RenderLayers
impl UnwindSafe for RenderLayers
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U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids(
components: &mut Components,
storages: &mut Storages,
ids: &mut impl FnMut(ComponentId)
)
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F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,
fn get_components(self, func: &mut impl FnMut(OwningPtr<'_>))
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