Struct bevy_rapier2d::render::RapierDebugRenderPlugin
source · pub struct RapierDebugRenderPlugin {
pub always_on_top: bool,
pub enabled: bool,
pub style: DebugRenderStyle,
pub mode: DebugRenderMode,
}
Expand description
Plugin rensponsible for rendering (using lines) what Rapier “sees” when performing its physics simulation. This is typically useful to check proper alignment between colliders and your own visual assets.
Fields§
§always_on_top: bool
If set to true
, depth-testing will be disabled when rendering,
meaning that the debug-render lines will always appear on top
of (won’t be occluded by) your own visual assets.
enabled: bool
Is the debug-rendering enabled?
style: DebugRenderStyle
Control some aspects of the render coloring.
mode: DebugRenderMode
Flags to select what part of physics scene is rendered (by default everything is rendered).
Implementations§
source§impl RapierDebugRenderPlugin
impl RapierDebugRenderPlugin
sourcepub fn always_on_top(self) -> Self
pub fn always_on_top(self) -> Self
Initialize the render plugin such that its lines are always rendered on top of other objects.
Trait Implementations§
source§impl Default for RapierDebugRenderPlugin
impl Default for RapierDebugRenderPlugin
source§impl Plugin for RapierDebugRenderPlugin
impl Plugin for RapierDebugRenderPlugin
§fn setup(&self, _app: &mut App)
fn setup(&self, _app: &mut App)
Runs after all plugins are built, but before the app runner is called.
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.
Auto Trait Implementations§
impl RefUnwindSafe for RapierDebugRenderPlugin
impl Send for RapierDebugRenderPlugin
impl Sync for RapierDebugRenderPlugin
impl Unpin for RapierDebugRenderPlugin
impl UnwindSafe for RapierDebugRenderPlugin
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
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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
]
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impl<T> Downcast for Twhere T: Any,
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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]source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> Pointable for T
impl<T> Pointable for T
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
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fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.