Struct DebugLinesPlugin

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pub struct DebugLinesPlugin { /* private fields */ }
Expand description

Bevy plugin, for initializing stuff.

§Usage

use bevy::prelude::*;
use bevy_prototype_debug_lines::*;

App::new()
    .add_plugins(DefaultPlugins)
    .add_plugins(DebugLinesPlugin::default())
    .run();

Alternatively, you can initialize the plugin with depth testing, so that debug lines cut through geometry. To do this, use [DebugLinesPlugin::with_depth_test(true)].

use bevy::prelude::*;
use bevy_prototype_debug_lines::*;

App::new()
    .add_plugins(DefaultPlugins)
    .add_plugins(DebugLinesPlugin::with_depth_test(true))
    .run();

The RenderLayers to which lines will be drawn can also be specified.

use bevy::prelude::*;
use bevy_prototype_debug_lines::*;

App::new()
    .add_plugins(DefaultPlugins)
    .add_plugins(DebugLinesPlugin::with_layers(vec![0, 1, 5]))
    .run();

Implementations§

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impl DebugLinesPlugin

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pub fn with_depth_test(val: bool) -> Self

Controls whether debug lines should be drawn with depth testing enabled or disabled.

§Arguments
  • val - True if lines should intersect with other geometry, or false if lines should always draw on top be drawn on top (the default).
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pub fn with_layers(layers: Vec<u8>) -> Self

Controls which RenderLayers the debug line entity should belong to. Cameras will only render entities on layers which intersect with the camera’s own RenderLayers component. If not specified, the debug line entity will be on layer 0 by default.

§Arguments
  • layers - The list of rendering layers.

Trait Implementations§

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impl Clone for DebugLinesPlugin

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fn clone(&self) -> DebugLinesPlugin

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for DebugLinesPlugin

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for DebugLinesPlugin

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Plugin for DebugLinesPlugin

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn finish(&self, app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished it’s setup? This can be useful for plugins that needs something asynchronous to happen before they can finish their setup, like renderer initialization. Once the plugin is ready, finish should be called.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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