Struct bevy_sprite::MaterialMesh2dBundle 
source · pub struct MaterialMesh2dBundle<M: Material2d> {
    pub mesh: Mesh2dHandle,
    pub material: Handle<M>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub visibility: Visibility,
    pub inherited_visibility: InheritedVisibility,
    pub view_visibility: ViewVisibility,
}Expand description
A component bundle for entities with a Mesh2dHandle and a Material2d.
Fields§
§mesh: Mesh2dHandle§material: Handle<M>§transform: Transform§global_transform: GlobalTransform§visibility: VisibilityUser indication of whether an entity is visible
inherited_visibility: InheritedVisibility§view_visibility: ViewVisibilityTrait Implementations§
source§impl<M: Material2d> Bundle for MaterialMesh2dBundle<M>
 
impl<M: Material2d> Bundle for MaterialMesh2dBundle<M>
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<M: Clone + Material2d> Clone for MaterialMesh2dBundle<M>
 
impl<M: Clone + Material2d> Clone for MaterialMesh2dBundle<M>
source§fn clone(&self) -> MaterialMesh2dBundle<M>
 
fn clone(&self) -> MaterialMesh2dBundle<M>
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<M: Material2d> Default for MaterialMesh2dBundle<M>
 
impl<M: Material2d> Default for MaterialMesh2dBundle<M>
impl<M: Material2d> DynamicBundle for MaterialMesh2dBundle<M>
Auto Trait Implementations§
impl<M> Freeze for MaterialMesh2dBundle<M>
impl<M> !RefUnwindSafe for MaterialMesh2dBundle<M>
impl<M> Send for MaterialMesh2dBundle<M>
impl<M> Sync for MaterialMesh2dBundle<M>
impl<M> Unpin for MaterialMesh2dBundle<M>
impl<M> !UnwindSafe for MaterialMesh2dBundle<M>
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<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.