pub struct RenderAssetUsages(/* private fields */);Expand description
Defines where the asset will be used.
If an asset is set to the RENDER_WORLD but not the MAIN_WORLD, the asset will be
unloaded from the asset server once it’s been extracted and prepared in the render world.
Unloading the asset saves on memory, as for most cases it is no longer necessary to keep
it in RAM once it’s been uploaded to the GPU’s VRAM. However, this means you can no longer
access the asset from the CPU (via the Assets<T> resource) once unloaded (without re-loading it).
If you never need access to the asset from the CPU past the first frame it’s loaded on,
or only need very infrequent access, then set this to RENDER_WORLD. Otherwise, set this to
RENDER_WORLD | MAIN_WORLD.
If you have an asset that doesn’t actually need to end up in the render world, like an Image
that will be decoded into another Image asset, use MAIN_WORLD only.
§Platform-specific
On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets in sequence and unload one before loading the next. See this discussion about memory management for more details.
Implementations§
Source§impl RenderAssetUsages
impl RenderAssetUsages
Sourcepub const MAIN_WORLD: RenderAssetUsages
pub const MAIN_WORLD: RenderAssetUsages
The bit flag for the main world.
Sourcepub const RENDER_WORLD: RenderAssetUsages
pub const RENDER_WORLD: RenderAssetUsages
The bit flag for the render world.
Source§impl RenderAssetUsages
impl RenderAssetUsages
Sourcepub const fn empty() -> RenderAssetUsages
pub const fn empty() -> RenderAssetUsages
Get a flags value with all bits unset.
Sourcepub const fn all() -> RenderAssetUsages
pub const fn all() -> RenderAssetUsages
Get a flags value with all known bits set.
Examples found in repository?
48fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
49 let bird_left = Bird::Normal;
50 let bird_right = Bird::Normal;
51 commands.spawn(Camera2d);
52
53 let texture_left = asset_server.load_with_settings(
54 bird_left.get_texture_path(),
55 // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
56 // It's helpful to know it exists, however.
57 //
58 // `RenderAssetUsages` tell Bevy whether to keep the data around:
59 // - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
60 // - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
61 // - or both.
62 // `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
63 // and modify the image (via `ResMut<Assets<Image>>`).
64 //
65 // Since most games will not need to modify textures at runtime, many developers opt to pass
66 // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
67 // RAM. For this example however, this would not work, as we need to inspect and modify the
68 // image at runtime.
69 |settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
70 );
71
72 commands.spawn((
73 Name::new("Bird Left"),
74 // This marker component ensures we can easily find either of the Birds by using With and
75 // Without query filters.
76 Left,
77 Sprite::from_image(texture_left),
78 Transform::from_xyz(-200.0, 0.0, 0.0),
79 bird_left,
80 ));
81
82 commands.spawn((
83 Name::new("Bird Right"),
84 // In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
85 Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
86 Transform::from_xyz(200.0, 0.0, 0.0),
87 bird_right,
88 ));
89}More examples
25fn test(
26 mut commands: Commands,
27 mut images: ResMut<Assets<Image>>,
28 mut meshes: ResMut<Assets<Mesh>>,
29 mut materials: ResMut<Assets<StandardMaterial>>,
30) {
31 // Spawn a UI camera
32 commands.spawn(Camera3d::default());
33
34 // Set up an texture for the 3D camera to render to.
35 // The size of the texture will be based on the viewport's ui size.
36 let mut image = Image::new_uninit(
37 default(),
38 TextureDimension::D2,
39 TextureFormat::Bgra8UnormSrgb,
40 RenderAssetUsages::all(),
41 );
42 image.texture_descriptor.usage =
43 TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
44 let image_handle = images.add(image);
45
46 // Spawn the 3D camera
47 let camera = commands
48 .spawn((
49 Camera3d::default(),
50 Camera {
51 // Render this camera before our UI camera
52 order: -1,
53 target: RenderTarget::Image(image_handle.clone().into()),
54 ..default()
55 },
56 ))
57 .id();
58
59 // Spawn something for the 3D camera to look at
60 commands
61 .spawn((
62 Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
63 MeshMaterial3d(materials.add(Color::WHITE)),
64 Transform::from_xyz(0.0, 0.0, -10.0),
65 Shape,
66 ))
67 // We can observe pointer events on our objects as normal, the
68 // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
69 // clicks pass through
70 .observe(on_drag_cuboid);
71
72 // Spawn our viewport widget
73 commands
74 .spawn((
75 Node {
76 position_type: PositionType::Absolute,
77 top: px(50),
78 left: px(50),
79 width: px(200),
80 height: px(200),
81 border: UiRect::all(px(5)),
82 ..default()
83 },
84 BorderColor::all(Color::WHITE),
85 ViewportNode::new(camera),
86 ))
87 .observe(on_drag_viewport);
88}48fn setup(
49 mut commands: Commands,
50 asset_server: Res<AssetServer>,
51 mut materials: ResMut<Assets<StandardMaterial>>,
52) {
53 let left_shape = Shape::Cube;
54 let right_shape = Shape::Cube;
55
56 // In normal use, you can call `asset_server.load`, however see below for an explanation of
57 // `RenderAssetUsages`.
58 let left_shape_model = asset_server.load_with_settings(
59 GltfAssetLabel::Primitive {
60 mesh: 0,
61 // This field stores an index to this primitive in its parent mesh. In this case, we
62 // want the first one. You might also have seen the syntax:
63 //
64 // models/cube/cube.gltf#Scene0
65 //
66 // which accomplishes the same thing.
67 primitive: 0,
68 }
69 .from_asset(left_shape.get_model_path()),
70 // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
71 // It's helpful to know it exists, however.
72 //
73 // `RenderAssetUsages` tell Bevy whether to keep the data around:
74 // - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
75 // - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
76 // - or both.
77 // `RENDER_WORLD` is necessary to render the mesh, `MAIN_WORLD` is necessary to inspect
78 // and modify the mesh (via `ResMut<Assets<Mesh>>`).
79 //
80 // Since most games will not need to modify meshes at runtime, many developers opt to pass
81 // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the mesh in
82 // RAM. For this example however, this would not work, as we need to inspect and modify the
83 // mesh at runtime.
84 |settings: &mut GltfLoaderSettings| settings.load_meshes = RenderAssetUsages::all(),
85 );
86
87 // Here, we rely on the default loader settings to achieve a similar result to the above.
88 let right_shape_model = asset_server.load(
89 GltfAssetLabel::Primitive {
90 mesh: 0,
91 primitive: 0,
92 }
93 .from_asset(right_shape.get_model_path()),
94 );
95
96 // Add a material asset directly to the materials storage
97 let material_handle = materials.add(StandardMaterial {
98 base_color: Color::srgb(0.6, 0.8, 0.6),
99 ..default()
100 });
101
102 commands.spawn((
103 Left,
104 Name::new("Left Shape"),
105 Mesh3d(left_shape_model),
106 MeshMaterial3d(material_handle.clone()),
107 Transform::from_xyz(-3.0, 0.0, 0.0),
108 left_shape,
109 ));
110
111 commands.spawn((
112 Name::new("Right Shape"),
113 Mesh3d(right_shape_model),
114 MeshMaterial3d(material_handle),
115 Transform::from_xyz(3.0, 0.0, 0.0),
116 right_shape,
117 ));
118
119 commands.spawn((
120 Name::new("Point Light"),
121 PointLight::default(),
122 Transform::from_xyz(4.0, 5.0, 4.0),
123 ));
124
125 commands.spawn((
126 Name::new("Camera"),
127 Camera3d::default(),
128 Transform::from_xyz(0.0, 3.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
129 ));
130}Sourcepub const fn bits(&self) -> u8
pub const fn bits(&self) -> u8
Get the underlying bits value.
The returned value is exactly the bits set in this flags value.
Sourcepub const fn from_bits(bits: u8) -> Option<RenderAssetUsages>
pub const fn from_bits(bits: u8) -> Option<RenderAssetUsages>
Convert from a bits value.
This method will return None if any unknown bits are set.
Sourcepub const fn from_bits_truncate(bits: u8) -> RenderAssetUsages
pub const fn from_bits_truncate(bits: u8) -> RenderAssetUsages
Convert from a bits value, unsetting any unknown bits.
Sourcepub const fn from_bits_retain(bits: u8) -> RenderAssetUsages
pub const fn from_bits_retain(bits: u8) -> RenderAssetUsages
Convert from a bits value exactly.
Sourcepub fn from_name(name: &str) -> Option<RenderAssetUsages>
pub fn from_name(name: &str) -> Option<RenderAssetUsages>
Get a flags value with the bits of a flag with the given name set.
This method will return None if name is empty or doesn’t
correspond to any named flag.
Sourcepub const fn intersects(&self, other: RenderAssetUsages) -> bool
pub const fn intersects(&self, other: RenderAssetUsages) -> bool
Whether any set bits in a source flags value are also set in a target flags value.
Sourcepub const fn contains(&self, other: RenderAssetUsages) -> bool
pub const fn contains(&self, other: RenderAssetUsages) -> bool
Whether all set bits in a source flags value are also set in a target flags value.
Sourcepub fn insert(&mut self, other: RenderAssetUsages)
pub fn insert(&mut self, other: RenderAssetUsages)
The bitwise or (|) of the bits in two flags values.
Sourcepub fn remove(&mut self, other: RenderAssetUsages)
pub fn remove(&mut self, other: RenderAssetUsages)
The intersection of a source flags value with the complement of a target flags
value (&!).
This method is not equivalent to self & !other when other has unknown bits set.
remove won’t truncate other, but the ! operator will.
Sourcepub fn toggle(&mut self, other: RenderAssetUsages)
pub fn toggle(&mut self, other: RenderAssetUsages)
The bitwise exclusive-or (^) of the bits in two flags values.
Sourcepub fn set(&mut self, other: RenderAssetUsages, value: bool)
pub fn set(&mut self, other: RenderAssetUsages, value: bool)
Call insert when value is true or remove when value is false.
Sourcepub const fn intersection(self, other: RenderAssetUsages) -> RenderAssetUsages
pub const fn intersection(self, other: RenderAssetUsages) -> RenderAssetUsages
The bitwise and (&) of the bits in two flags values.
Sourcepub const fn union(self, other: RenderAssetUsages) -> RenderAssetUsages
pub const fn union(self, other: RenderAssetUsages) -> RenderAssetUsages
The bitwise or (|) of the bits in two flags values.
Sourcepub const fn difference(self, other: RenderAssetUsages) -> RenderAssetUsages
pub const fn difference(self, other: RenderAssetUsages) -> RenderAssetUsages
The intersection of a source flags value with the complement of a target flags
value (&!).
This method is not equivalent to self & !other when other has unknown bits set.
difference won’t truncate other, but the ! operator will.
Sourcepub const fn symmetric_difference(
self,
other: RenderAssetUsages,
) -> RenderAssetUsages
pub const fn symmetric_difference( self, other: RenderAssetUsages, ) -> RenderAssetUsages
The bitwise exclusive-or (^) of the bits in two flags values.
Sourcepub const fn complement(self) -> RenderAssetUsages
pub const fn complement(self) -> RenderAssetUsages
The bitwise negation (!) of the bits in a flags value, truncating the result.
Source§impl RenderAssetUsages
impl RenderAssetUsages
Sourcepub const fn iter(&self) -> Iter<RenderAssetUsages> ⓘ
pub const fn iter(&self) -> Iter<RenderAssetUsages> ⓘ
Yield a set of contained flags values.
Each yielded flags value will correspond to a defined named flag. Any unknown bits will be yielded together as a final flags value.
Sourcepub const fn iter_names(&self) -> IterNames<RenderAssetUsages> ⓘ
pub const fn iter_names(&self) -> IterNames<RenderAssetUsages> ⓘ
Yield a set of contained named flags values.
This method is like iter, except only yields bits in contained named flags.
Any unknown bits, or bits not corresponding to a contained flag will not be yielded.
Trait Implementations§
Source§impl Binary for RenderAssetUsages
impl Binary for RenderAssetUsages
Source§impl BitAnd for RenderAssetUsages
impl BitAnd for RenderAssetUsages
Source§fn bitand(self, other: RenderAssetUsages) -> RenderAssetUsages
fn bitand(self, other: RenderAssetUsages) -> RenderAssetUsages
The bitwise and (&) of the bits in two flags values.
Source§type Output = RenderAssetUsages
type Output = RenderAssetUsages
& operator.Source§impl BitAndAssign for RenderAssetUsages
impl BitAndAssign for RenderAssetUsages
Source§fn bitand_assign(&mut self, other: RenderAssetUsages)
fn bitand_assign(&mut self, other: RenderAssetUsages)
The bitwise and (&) of the bits in two flags values.
Source§impl BitOr for RenderAssetUsages
impl BitOr for RenderAssetUsages
Source§fn bitor(self, other: RenderAssetUsages) -> RenderAssetUsages
fn bitor(self, other: RenderAssetUsages) -> RenderAssetUsages
The bitwise or (|) of the bits in two flags values.
Source§type Output = RenderAssetUsages
type Output = RenderAssetUsages
| operator.Source§impl BitOrAssign for RenderAssetUsages
impl BitOrAssign for RenderAssetUsages
Source§fn bitor_assign(&mut self, other: RenderAssetUsages)
fn bitor_assign(&mut self, other: RenderAssetUsages)
The bitwise or (|) of the bits in two flags values.
Source§impl BitXor for RenderAssetUsages
impl BitXor for RenderAssetUsages
Source§fn bitxor(self, other: RenderAssetUsages) -> RenderAssetUsages
fn bitxor(self, other: RenderAssetUsages) -> RenderAssetUsages
The bitwise exclusive-or (^) of the bits in two flags values.
Source§type Output = RenderAssetUsages
type Output = RenderAssetUsages
^ operator.Source§impl BitXorAssign for RenderAssetUsages
impl BitXorAssign for RenderAssetUsages
Source§fn bitxor_assign(&mut self, other: RenderAssetUsages)
fn bitxor_assign(&mut self, other: RenderAssetUsages)
The bitwise exclusive-or (^) of the bits in two flags values.
Source§impl Clone for RenderAssetUsages
impl Clone for RenderAssetUsages
Source§fn clone(&self) -> RenderAssetUsages
fn clone(&self) -> RenderAssetUsages
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for RenderAssetUsages
impl Debug for RenderAssetUsages
Source§impl Default for RenderAssetUsages
impl Default for RenderAssetUsages
Source§fn default() -> RenderAssetUsages
fn default() -> RenderAssetUsages
Returns the default render asset usage flags:
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
If your asset does not change, consider using RenderAssetUsages::RENDER_WORLD exclusively. This will cause
the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
to reach the render world at all, use RenderAssetUsages::MAIN_WORLD exclusively.
Source§impl<'de> Deserialize<'de> for RenderAssetUsages
impl<'de> Deserialize<'de> for RenderAssetUsages
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<RenderAssetUsages, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<RenderAssetUsages, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl Extend<RenderAssetUsages> for RenderAssetUsages
impl Extend<RenderAssetUsages> for RenderAssetUsages
Source§fn extend<T>(&mut self, iterator: T)where
T: IntoIterator<Item = RenderAssetUsages>,
fn extend<T>(&mut self, iterator: T)where
T: IntoIterator<Item = RenderAssetUsages>,
The bitwise or (|) of the bits in each flags value.
Source§fn extend_one(&mut self, item: A)
fn extend_one(&mut self, item: A)
extend_one)Source§fn extend_reserve(&mut self, additional: usize)
fn extend_reserve(&mut self, additional: usize)
extend_one)Source§impl Flags for RenderAssetUsages
impl Flags for RenderAssetUsages
Source§const FLAGS: &'static [Flag<RenderAssetUsages>]
const FLAGS: &'static [Flag<RenderAssetUsages>]
Source§fn from_bits_retain(bits: u8) -> RenderAssetUsages
fn from_bits_retain(bits: u8) -> RenderAssetUsages
Source§fn contains_unknown_bits(&self) -> bool
fn contains_unknown_bits(&self) -> bool
true if any unknown bits are set.Source§fn from_bits_truncate(bits: Self::Bits) -> Self
fn from_bits_truncate(bits: Self::Bits) -> Self
Source§fn from_name(name: &str) -> Option<Self>
fn from_name(name: &str) -> Option<Self>
Source§fn iter_names(&self) -> IterNames<Self> ⓘ
fn iter_names(&self) -> IterNames<Self> ⓘ
Source§fn intersects(&self, other: Self) -> boolwhere
Self: Sized,
fn intersects(&self, other: Self) -> boolwhere
Self: Sized,
Source§fn contains(&self, other: Self) -> boolwhere
Self: Sized,
fn contains(&self, other: Self) -> boolwhere
Self: Sized,
Source§fn insert(&mut self, other: Self)where
Self: Sized,
fn insert(&mut self, other: Self)where
Self: Sized,
|) of the bits in two flags values.Source§fn remove(&mut self, other: Self)where
Self: Sized,
fn remove(&mut self, other: Self)where
Self: Sized,
&!). Read moreSource§fn toggle(&mut self, other: Self)where
Self: Sized,
fn toggle(&mut self, other: Self)where
Self: Sized,
^) of the bits in two flags values.Source§fn intersection(self, other: Self) -> Self
fn intersection(self, other: Self) -> Self
&) of the bits in two flags values.Source§fn difference(self, other: Self) -> Self
fn difference(self, other: Self) -> Self
&!). Read moreSource§fn symmetric_difference(self, other: Self) -> Self
fn symmetric_difference(self, other: Self) -> Self
^) of the bits in two flags values.Source§fn complement(self) -> Self
fn complement(self) -> Self
!) of the bits in a flags value, truncating the result.Source§impl FromArg for RenderAssetUsages
impl FromArg for RenderAssetUsages
Source§impl FromIterator<RenderAssetUsages> for RenderAssetUsages
impl FromIterator<RenderAssetUsages> for RenderAssetUsages
Source§fn from_iter<T>(iterator: T) -> RenderAssetUsageswhere
T: IntoIterator<Item = RenderAssetUsages>,
fn from_iter<T>(iterator: T) -> RenderAssetUsageswhere
T: IntoIterator<Item = RenderAssetUsages>,
The bitwise or (|) of the bits in each flags value.
Source§impl FromReflect for RenderAssetUsages
impl FromReflect for RenderAssetUsages
Source§fn from_reflect(
reflect: &(dyn PartialReflect + 'static),
) -> Option<RenderAssetUsages>
fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<RenderAssetUsages>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for RenderAssetUsages
impl GetOwnership for RenderAssetUsages
Source§impl GetTypeRegistration for RenderAssetUsages
impl GetTypeRegistration for RenderAssetUsages
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(_registry: &mut TypeRegistry)
fn register_type_dependencies(_registry: &mut TypeRegistry)
Source§impl Hash for RenderAssetUsages
impl Hash for RenderAssetUsages
Source§impl IntoIterator for RenderAssetUsages
impl IntoIterator for RenderAssetUsages
Source§type Item = RenderAssetUsages
type Item = RenderAssetUsages
Source§type IntoIter = Iter<RenderAssetUsages>
type IntoIter = Iter<RenderAssetUsages>
Source§fn into_iter(self) -> <RenderAssetUsages as IntoIterator>::IntoIter
fn into_iter(self) -> <RenderAssetUsages as IntoIterator>::IntoIter
Source§impl IntoReturn for RenderAssetUsages
impl IntoReturn for RenderAssetUsages
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
RenderAssetUsages: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
RenderAssetUsages: 'into_return,
Source§impl LowerHex for RenderAssetUsages
impl LowerHex for RenderAssetUsages
Source§impl Not for RenderAssetUsages
impl Not for RenderAssetUsages
Source§fn not(self) -> RenderAssetUsages
fn not(self) -> RenderAssetUsages
The bitwise negation (!) of the bits in a flags value, truncating the result.
Source§type Output = RenderAssetUsages
type Output = RenderAssetUsages
! operator.Source§impl Octal for RenderAssetUsages
impl Octal for RenderAssetUsages
Source§impl PartialEq for RenderAssetUsages
impl PartialEq for RenderAssetUsages
Source§impl PartialReflect for RenderAssetUsages
impl PartialReflect for RenderAssetUsages
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn to_dynamic(&self) -> Box<dyn PartialReflect>
fn to_dynamic(&self) -> Box<dyn PartialReflect>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<RenderAssetUsages>) -> ReflectOwned
fn reflect_owned(self: Box<RenderAssetUsages>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<RenderAssetUsages>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<RenderAssetUsages>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<RenderAssetUsages>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<RenderAssetUsages>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Self using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Source§fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
PartialReflect, combines reflect_clone and
take in a useful fashion, automatically constructing an appropriate
ReflectCloneError if the downcast fails. Read moreSource§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for RenderAssetUsages
impl Reflect for RenderAssetUsages
Source§fn into_any(self: Box<RenderAssetUsages>) -> Box<dyn Any>
fn into_any(self: Box<RenderAssetUsages>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<RenderAssetUsages>) -> Box<dyn Reflect>
fn into_reflect(self: Box<RenderAssetUsages>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Serialize for RenderAssetUsages
impl Serialize for RenderAssetUsages
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Source§impl Sub for RenderAssetUsages
impl Sub for RenderAssetUsages
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