pub struct CameraComponent {
pub camera: ObjRef,
pub path: String,
pub world: Matrix,
pub culling_mask: u32,
pub target_texture: Option<ObjRef>,
pub off: Vec<OffFlag>,
}Expand description
A camera as stored: its culling mask (m_CullingMask, the layers it draws; all when absent) and the texture it
renders into (m_TargetTexture; None: it draws to the screen).
Fields§
§camera: ObjRefThe Camera object.
path: StringIts GameObject’s path from the scene root, names joined by /.
world: MatrixIts GameObject’s world matrix.
culling_mask: u32m_CullingMask.m_Bits: bit n set draws layer n (all 32 bits when not stored).
target_texture: Option<ObjRef>m_TargetTexture; None when it draws to the screen.
off: Vec<OffFlag>What keeps it from drawing; draws when empty.
Trait Implementations§
Source§impl Clone for CameraComponent
impl Clone for CameraComponent
Source§impl Debug for CameraComponent
impl Debug for CameraComponent
Source§impl PartialEq for CameraComponent
impl PartialEq for CameraComponent
impl StructuralPartialEq for CameraComponent
Auto Trait Implementations§
impl Freeze for CameraComponent
impl RefUnwindSafe for CameraComponent
impl Send for CameraComponent
impl Sync for CameraComponent
impl Unpin for CameraComponent
impl UnsafeUnpin for CameraComponent
impl UnwindSafe for CameraComponent
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