pub struct ParticleRenderData {
pub position: [f32; 3],
pub color: [f32; 4],
pub size: f32,
pub age_normalized: f32,
}Expand description
Per-particle rendering data for a GPU particle renderer.
Fields§
§position: [f32; 3]Position as [x, y, z].
color: [f32; 4]Color as [r, g, b, a].
size: f32Size (radius or diameter depending on renderer).
age_normalized: f32Normalized age (0 = just spawned, 1 = about to die).
Trait Implementations§
Source§impl Clone for ParticleRenderData
impl Clone for ParticleRenderData
Source§fn clone(&self) -> ParticleRenderData
fn clone(&self) -> ParticleRenderData
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreAuto Trait Implementations§
impl Freeze for ParticleRenderData
impl RefUnwindSafe for ParticleRenderData
impl Send for ParticleRenderData
impl Sync for ParticleRenderData
impl Unpin for ParticleRenderData
impl UnsafeUnpin for ParticleRenderData
impl UnwindSafe for ParticleRenderData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more