Struct bevy::ecs::storage::ResourceData
pub struct ResourceData<const SEND: bool> { /* private fields */ }
Expand description
The type-erased backing storage and metadata for a single resource within a World
.
If SEND
is false, values of this type will panic if dropped from a different thread.
Implementations§
§impl<const SEND: bool> ResourceData<SEND>
impl<const SEND: bool> ResourceData<SEND>
pub fn is_present(&self) -> bool
pub fn is_present(&self) -> bool
Returns true if the resource is populated.
pub fn id(&self) -> ArchetypeComponentId
pub fn id(&self) -> ArchetypeComponentId
Gets the ArchetypeComponentId
for the resource.
pub fn get_data(&self) -> Option<Ptr<'_, Aligned>>
pub fn get_data(&self) -> Option<Ptr<'_, Aligned>>
Gets a read-only pointer to the underlying resource, if available.
Panics
If SEND
is false, this will panic if a value is present and is not accessed from the
original thread it was inserted from.
pub fn get_ticks(&self) -> Option<ComponentTicks>
pub fn get_ticks(&self) -> Option<ComponentTicks>
Gets a read-only reference to the change ticks of the underlying resource, if available.
Trait Implementations§
Auto Trait Implementations§
impl<const SEND: bool> !RefUnwindSafe for ResourceData<SEND>
impl<const SEND: bool> !Send for ResourceData<SEND>
impl<const SEND: bool> !Sync for ResourceData<SEND>
impl<const SEND: bool> Unpin for ResourceData<SEND>
impl<const SEND: bool> UnwindSafe for ResourceData<SEND>
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.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
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