Struct bevy::sprite::prelude::SpriteSheetBundle
pub struct SpriteSheetBundle {
pub sprite: TextureAtlasSprite,
pub texture_atlas: Handle<TextureAtlas>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub computed_visibility: ComputedVisibility,
}
Expand description
A Bundle of components for drawing a single sprite from a sprite sheet (also referred
to as a TextureAtlas
)
Fields§
§sprite: TextureAtlasSprite
The specific sprite from the texture atlas to be drawn
texture_atlas: Handle<TextureAtlas>
A handle to the texture atlas that holds the sprite images
transform: Transform
Data pertaining to how the sprite is drawn on the screen
global_transform: GlobalTransform
§visibility: Visibility
User indication of whether an entity is visible
computed_visibility: ComputedVisibility
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
Trait Implementations§
§impl Clone for SpriteSheetBundle
impl Clone for SpriteSheetBundle
§fn clone(&self) -> SpriteSheetBundle
fn clone(&self) -> SpriteSheetBundle
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Default for SpriteSheetBundle
impl Default for SpriteSheetBundle
§fn default() -> SpriteSheetBundle
fn default() -> SpriteSheetBundle
Returns the “default value” for a type. Read more
impl Bundle for SpriteSheetBundle
SAFETY: ComponentId is returned in field-definition-order. [from_components] and [get_components] use field-definition-order
Auto Trait Implementations§
impl RefUnwindSafe for SpriteSheetBundle
impl Send for SpriteSheetBundle
impl Sync for SpriteSheetBundle
impl Unpin for SpriteSheetBundle
impl UnwindSafe for SpriteSheetBundle
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,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World