Struct bevy_2dviewangle::ViewTextures
source · pub struct ViewTextures {
pub front: Option<ViewSprite>,
pub back: Option<ViewSprite>,
pub left: Option<ViewSprite>,
pub right: Option<ViewSprite>,
pub front_left: Option<ViewSprite>,
pub front_right: Option<ViewSprite>,
pub back_left: Option<ViewSprite>,
pub back_right: Option<ViewSprite>,
}Fields§
§front: Option<ViewSprite>§back: Option<ViewSprite>§left: Option<ViewSprite>§right: Option<ViewSprite>§front_left: Option<ViewSprite>§front_right: Option<ViewSprite>§back_left: Option<ViewSprite>§back_right: Option<ViewSprite>Trait Implementations§
source§impl Default for ViewTextures
impl Default for ViewTextures
source§fn default() -> ViewTextures
fn default() -> ViewTextures
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl !RefUnwindSafe for ViewTextures
impl Send for ViewTextures
impl Sync for ViewTextures
impl Unpin for ViewTextures
impl !UnwindSafe for ViewTextures
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
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Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
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Convert
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impl<T> DowncastSync for T
§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].