struct SkinnedCube {
mesh: GpuMesh,
pipeline: GpuRenderPipeline,
pose: Entity,
}Expand description
The scene’s one visible object: a cube bent by its own pose.
The mesh and the entity that carries the joint matrices are what a spawn has to name, so they are the fields; the transform and the tint belong to the scene, so they are the bundle’s own.
Fields§
§mesh: GpuMesh§pipeline: GpuRenderPipeline§pose: EntityTrait Implementations§
Source§impl Bundle for SkinnedCube
impl Bundle for SkinnedCube
Source§fn into_bundle(self) -> DynamicBundle
fn into_bundle(self) -> DynamicBundle
The dynamic bundle holding exactly this bundle’s components. Read more
Auto Trait Implementations§
impl !RefUnwindSafe for SkinnedCube
impl !Send for SkinnedCube
impl !Sync for SkinnedCube
impl !UnwindSafe for SkinnedCube
impl Forget for SkinnedCube
impl Freeze for SkinnedCube
impl Unpin for SkinnedCube
impl UnsafeUnpin for SkinnedCube
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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
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
impl<T> Component for Twhere
T: 'static,
§impl<T> Downcast for Twhere
T: Any,
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Source§impl<T> IntoEither for T
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self into a Left variant of Either<Self, Self>
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Converts self into a Right variant of Either<Self, Self>
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