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ScenePoses

Struct ScenePoses 

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pub struct ScenePoses(pub Vec<(RenderEntity, Transform)>);
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The poses gameplay sends the render world every frame: one Transform per live body, at its physics pose. An instance that is hidden or waiting for a body is not named: the show job already put it where it belongs. pose_job turns one into the job that writes them onto the entities they name.

The entities are the render world’s own. Every world numbers its entities from zero, so an id from the world that sends the job names something unrelated in the world that runs it, which is why they are RenderEntitys rather than bare entities.

Tuple Fields§

§0: Vec<(RenderEntity, Transform)>

Trait Implementations§

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impl Clone for ScenePoses

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ScenePoses

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ScenePoses

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq for ScenePoses

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for ScenePoses

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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