Struct bevy::render::mesh::MeshVertexBufferLayoutRef
source · pub struct MeshVertexBufferLayoutRef(pub Arc<MeshVertexBufferLayout>);Expand description
Describes the layout of the mesh vertices in GPU memory.
At most one copy of a mesh vertex buffer layout ever exists in GPU memory at
once. Therefore, comparing these for equality requires only a single pointer
comparison, and this type’s PartialEq and Hash implementations take
advantage of this. To that end, this type doesn’t implement
bevy_derive::Deref or bevy_derive::DerefMut in order to reduce the
possibility of accidental deep comparisons, which would be needlessly
expensive.
Tuple Fields§
§0: Arc<MeshVertexBufferLayout>Trait Implementations§
source§impl Clone for MeshVertexBufferLayoutRef
impl Clone for MeshVertexBufferLayoutRef
source§fn clone(&self) -> MeshVertexBufferLayoutRef
fn clone(&self) -> MeshVertexBufferLayoutRef
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 Debug for MeshVertexBufferLayoutRef
impl Debug for MeshVertexBufferLayoutRef
source§impl Hash for MeshVertexBufferLayoutRef
impl Hash for MeshVertexBufferLayoutRef
source§impl PartialEq for MeshVertexBufferLayoutRef
impl PartialEq for MeshVertexBufferLayoutRef
source§fn eq(&self, other: &MeshVertexBufferLayoutRef) -> bool
fn eq(&self, other: &MeshVertexBufferLayoutRef) -> bool
This method tests for
self and other values to be equal, and is used
by ==.impl Eq for MeshVertexBufferLayoutRef
Auto Trait Implementations§
impl Freeze for MeshVertexBufferLayoutRef
impl RefUnwindSafe for MeshVertexBufferLayoutRef
impl Send for MeshVertexBufferLayoutRef
impl Sync for MeshVertexBufferLayoutRef
impl Unpin for MeshVertexBufferLayoutRef
impl UnwindSafe for MeshVertexBufferLayoutRef
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<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.