Struct big_space::FloatingSpatialBundle
source · pub struct FloatingSpatialBundle<P: GridPrecision> {
pub visibility: Visibility,
pub computed: ComputedVisibility,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub grid_position: GridCell<P>,
}Expand description
Minimal bundle needed to position an entity in floating origin space.
This is the floating origin equivalent of the [SpatialBundle].
Fields§
§visibility: VisibilityThe visibility of the entity.
computed: ComputedVisibilityThe computed visibility of the entity.
transform: TransformThe transform of the entity.
global_transform: GlobalTransformThe global transform of the entity.
grid_position: GridCell<P>The grid position of the entity
Trait Implementations§
source§impl<P: Default + GridPrecision> Default for FloatingSpatialBundle<P>
impl<P: Default + GridPrecision> Default for FloatingSpatialBundle<P>
source§fn default() -> FloatingSpatialBundle<P>
fn default() -> FloatingSpatialBundle<P>
Returns the “default value” for a type. Read more
impl<P: GridPrecision> Bundle for FloatingSpatialBundle<P>
SAFETY: ComponentId is returned in field-definition-order. [from_components] and [get_components] use field-definition-order
Auto Trait Implementations§
impl<P> RefUnwindSafe for FloatingSpatialBundle<P>where
P: RefUnwindSafe,
impl<P> Send for FloatingSpatialBundle<P>
impl<P> Sync for FloatingSpatialBundle<P>
impl<P> Unpin for FloatingSpatialBundle<P>where
P: Unpin,
impl<P> UnwindSafe for FloatingSpatialBundle<P>where
P: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
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impl<T, U> AsBindGroupShaderType<U> for Twhere
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&'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.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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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]