Struct bevy::prelude::SceneBundle
source · pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
}Expand description
A component bundle for a Scene root.
The scene from scene will be spawned as a child of the entity with this component.
Once it’s spawned, the entity will have a SceneInstance component.
Fields§
§scene: Handle<Scene>Handle to the scene to spawn.
transform: TransformTransform of the scene root entity.
global_transform: GlobalTransformGlobal transform of the scene root entity.
visibility: VisibilityUser-driven visibility of the scene root entity.
inherited_visibility: InheritedVisibilityInherited visibility of the scene root entity.
view_visibility: ViewVisibilityAlgorithmically-computed visibility of the scene root entity for rendering.
Trait Implementations§
source§impl Bundle for SceneBundle
impl Bundle for SceneBundle
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§impl Clone for SceneBundle
impl Clone for SceneBundle
source§fn clone(&self) -> SceneBundle
fn clone(&self) -> SceneBundle
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moresource§impl Default for SceneBundle
impl Default for SceneBundle
source§fn default() -> SceneBundle
fn default() -> SceneBundle
Returns the “default value” for a type. Read more
impl DynamicBundle for SceneBundle
Auto Trait Implementations§
impl Freeze for SceneBundle
impl !RefUnwindSafe for SceneBundle
impl Send for SceneBundle
impl Sync for SceneBundle
impl Unpin for SceneBundle
impl !UnwindSafe for SceneBundle
Blanket Implementations§
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
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.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> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self using data from the given World.