pub struct ViewBundle<T: Component> {
pub name: Name,
pub view: T,
pub layout: LayoutData,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
}Fields§
§name: Name§view: T§layout: LayoutData§transform: Transform§global_transform: GlobalTransform§visibility: Visibility§inherited_visibility: InheritedVisibility§view_visibility: ViewVisibilityTrait Implementations§
Source§impl<T: Component> Bundle for ViewBundle<T>
impl<T: Component> Bundle for ViewBundle<T>
Source§fn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
Source§fn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle.impl<T: Component> DynamicBundle for ViewBundle<T>
Auto Trait Implementations§
impl<T> Freeze for ViewBundle<T>where
T: Freeze,
impl<T> RefUnwindSafe for ViewBundle<T>where
T: RefUnwindSafe,
impl<T> Send for ViewBundle<T>
impl<T> Sync for ViewBundle<T>
impl<T> Unpin for ViewBundle<T>where
T: Unpin,
impl<T> UnwindSafe for ViewBundle<T>where
T: UnwindSafe,
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T: ?Sized,
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