pub struct SpotLightBundle {
pub spot_light: SpotLight,
pub visible_entities: VisibleMeshEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub sync: SyncToRenderWorld,
}๐Deprecated since 0.15.0: Use the
SpotLight component instead. Inserting it will now also insert the other components required by it automatically.Expand description
A component bundle for spot light entities
Fieldsยง
ยงspot_light: SpotLight๐Deprecated since 0.15.0: Use the
ยงSpotLight component instead. Inserting it will now also insert the other components required by it automatically.visible_entities: VisibleMeshEntities๐Deprecated since 0.15.0: Use the
ยงSpotLight component instead. Inserting it will now also insert the other components required by it automatically.frustum: Frustum๐Deprecated since 0.15.0: Use the
ยงSpotLight component instead. Inserting it will now also insert the other components required by it automatically.transform: Transform๐Deprecated since 0.15.0: Use the
ยงSpotLight component instead. Inserting it will now also insert the other components required by it automatically.global_transform: GlobalTransform๐Deprecated since 0.15.0: Use the
ยงSpotLight component instead. Inserting it will now also insert the other components required by it automatically.visibility: Visibility๐Deprecated since 0.15.0: Use the
SpotLight component instead. Inserting it will now also insert the other components required by it automatically.Enables or disables the light
inherited_visibility: InheritedVisibility๐Deprecated since 0.15.0: Use the
SpotLight component instead. Inserting it will now also insert the other components required by it automatically.Inherited visibility of an entity.
view_visibility: ViewVisibility๐Deprecated since 0.15.0: Use the
SpotLight component instead. Inserting it will now also insert the other components required by it automatically.Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
sync: SyncToRenderWorld๐Deprecated since 0.15.0: Use the
SpotLight component instead. Inserting it will now also insert the other components required by it automatically.Marker component that indicates that its entity needs to be synchronized to the render world
Trait Implementationsยง
Sourceยงimpl Bundle for SpotLightBundle
impl Bundle for SpotLightBundle
Sourceยงfn get_component_ids(
components: &Components,
ids: &mut impl FnMut(Option<ComponentId>),
)
fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )
Sourceยงfn register_required_components(
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
)
fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )
Registers components that are required by the components in this
Bundle.Sourceยงimpl Clone for SpotLightBundle
impl Clone for SpotLightBundle
Sourceยงfn clone(&self) -> SpotLightBundle
fn clone(&self) -> SpotLightBundle
Returns a copy of the value. Read more
1.0.0 ยท Sourceยงfn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSourceยงimpl Debug for SpotLightBundle
impl Debug for SpotLightBundle
Sourceยงimpl Default for SpotLightBundle
impl Default for SpotLightBundle
Sourceยงfn default() -> SpotLightBundle
fn default() -> SpotLightBundle
Returns the โdefault valueโ for a type. Read more
impl DynamicBundle for SpotLightBundle
Auto Trait Implementationsยง
impl Freeze for SpotLightBundle
impl RefUnwindSafe for SpotLightBundle
impl Send for SpotLightBundle
impl Sync for SpotLightBundle
impl Unpin for SpotLightBundle
impl UnwindSafe for SpotLightBundle
Blanket Implementationsยง
Sourceยงimpl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Sourceยงfn 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.Sourceยงimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Sourceยงfn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Sourceยงimpl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Sourceยงimpl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Sourceยงfn 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.Sourceยงfn 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.Sourceยงfn 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 &Anyโs vtable from &Traitโs.Sourceยงfn 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 Anyโs vtable from &mut Traitโs.Sourceยงimpl<T> DowncastSync for T
impl<T> DowncastSync for T
Sourceยงimpl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Sourceยงfn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using default().
Sourceยงimpl<T> Instrument for T
impl<T> Instrument for T
Sourceยงfn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Sourceยงfn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Sourceยงimpl<T> IntoEither for T
impl<T> IntoEither for T
Sourceยงfn 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 moreSourceยงfn 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