Struct bevy::scene::SceneLoader
pub struct SceneLoader { /* private fields */ }
Trait Implementations§
§impl AssetLoader for SceneLoader
impl AssetLoader for SceneLoader
§fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext<'_>
) -> Pin<Box<dyn Future<Output = Result<(), Error>> + Send + 'a, Global>>
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext<'_>
) -> Pin<Box<dyn Future<Output = Result<(), Error>> + Send + 'a, Global>>
Processes the asset in an asynchronous closure.
§fn extensions(&self) -> &[&str]
fn extensions(&self) -> &[&str]
Returns a list of extensions supported by this asset loader, without the preceding dot.
§impl Debug for SceneLoader
impl Debug for SceneLoader
§impl FromWorld for SceneLoader
impl FromWorld for SceneLoader
§fn from_world(world: &mut World) -> SceneLoader
fn from_world(world: &mut World) -> SceneLoader
Creates
Self
using data from the given WorldAuto Trait Implementations§
impl !RefUnwindSafe for SceneLoader
impl Send for SceneLoader
impl Sync for SceneLoader
impl Unpin for SceneLoader
impl !UnwindSafe for SceneLoader
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
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
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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(where Trait: Downcast
) to Box<dyn Any>
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can
then be further downcast
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. This is needed since Rust cannot
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’s vtable from &mut Trait
’s. Read more