Struct bevy::render::view::RenderLayers

pub struct RenderLayers(/* private fields */);
Expand description

Describes which rendering layers an entity belongs to.

Cameras with this component will only render entities with intersecting layers.

Entities may belong to one or more layers, or no layer at all.

The Default instance of RenderLayers contains layer 0, the first layer.

An entity with this component without any layers is invisible.

Entities without this component belong to layer 0.

Implementations§

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impl RenderLayers

pub const fn layer(n: usize) -> RenderLayers

Create a new RenderLayers belonging to the given layer.

Examples found in repository?
examples/2d/pixel_grid_snap.rs (line 24)
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const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);

/// Render layers for high-resolution rendering.
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
More examples
Hide additional examples
examples/camera/first_person_view_model.rs (line 127)
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fn spawn_view_model(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let arm = meshes.add(Cuboid::new(0.1, 0.1, 0.5));
    let arm_material = materials.add(Color::from(tailwind::TEAL_200));

    commands
        .spawn((
            Player,
            SpatialBundle {
                transform: Transform::from_xyz(0.0, 1.0, 0.0),
                ..default()
            },
        ))
        .with_children(|parent| {
            parent.spawn((
                WorldModelCamera,
                Camera3dBundle {
                    projection: PerspectiveProjection {
                        fov: 90.0_f32.to_radians(),
                        ..default()
                    }
                    .into(),
                    ..default()
                },
            ));

            // Spawn view model camera.
            parent.spawn((
                Camera3dBundle {
                    camera: Camera {
                        // Bump the order to render on top of the world model.
                        order: 1,
                        ..default()
                    },
                    projection: PerspectiveProjection {
                        fov: 70.0_f32.to_radians(),
                        ..default()
                    }
                    .into(),
                    ..default()
                },
                // Only render objects belonging to the view model.
                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
            ));

            // Spawn the player's right arm.
            parent.spawn((
                MaterialMeshBundle {
                    mesh: arm,
                    material: arm_material,
                    transform: Transform::from_xyz(0.2, -0.1, -0.25),
                    ..default()
                },
                // Ensure the arm is only rendered by the view model camera.
                RenderLayers::layer(VIEW_MODEL_RENDER_LAYER),
                // The arm is free-floating, so shadows would look weird.
                NotShadowCaster,
            ));
        });
}
examples/3d/render_to_texture.rs (line 74)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
) {
    let size = Extent3d {
        width: 512,
        height: 512,
        ..default()
    };

    // This is the texture that will be rendered to.
    let mut image = Image {
        texture_descriptor: TextureDescriptor {
            label: None,
            size,
            dimension: TextureDimension::D2,
            format: TextureFormat::Bgra8UnormSrgb,
            mip_level_count: 1,
            sample_count: 1,
            usage: TextureUsages::TEXTURE_BINDING
                | TextureUsages::COPY_DST
                | TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        },
        ..default()
    };

    // fill image.data with zeroes
    image.resize(size);

    let image_handle = images.add(image);

    let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
    let cube_material_handle = materials.add(StandardMaterial {
        base_color: Color::srgb(0.8, 0.7, 0.6),
        reflectance: 0.02,
        unlit: false,
        ..default()
    });

    // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
    let first_pass_layer = RenderLayers::layer(1);

    // The cube that will be rendered to the texture.
    commands.spawn((
        PbrBundle {
            mesh: cube_handle,
            material: cube_material_handle,
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
            ..default()
        },
        FirstPassCube,
        first_pass_layer.clone(),
    ));

    // Light
    // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
    // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
    // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
    commands.spawn((
        PointLightBundle {
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
            ..default()
        },
        RenderLayers::layer(0).with(1),
    ));

    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                // render before the "main pass" camera
                order: -1,
                target: image_handle.clone().into(),
                clear_color: Color::WHITE.into(),
                ..default()
            },
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
                .looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        first_pass_layer,
    ));

    let cube_size = 4.0;
    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));

    // This material has the texture that has been rendered.
    let material_handle = materials.add(StandardMaterial {
        base_color_texture: Some(image_handle),
        reflectance: 0.02,
        unlit: false,
        ..default()
    });

    // Main pass cube, with material containing the rendered first pass texture.
    commands.spawn((
        PbrBundle {
            mesh: cube_handle,
            material: material_handle,
            transform: Transform::from_xyz(0.0, 0.0, 1.5)
                .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
            ..default()
        },
        MainPassCube,
    ));

    // The main pass camera.
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}

pub const fn none() -> RenderLayers

Create a new RenderLayers that belongs to no layers.

pub fn from_layers(layers: &[usize]) -> RenderLayers

Create a RenderLayers from a list of layers.

Examples found in repository?
examples/camera/first_person_view_model.rs (line 191)
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fn spawn_lights(mut commands: Commands) {
    commands.spawn((
        PointLightBundle {
            point_light: PointLight {
                color: Color::from(tailwind::ROSE_300),
                shadows_enabled: true,
                ..default()
            },
            transform: Transform::from_xyz(-2.0, 4.0, -0.75),
            ..default()
        },
        // The light source illuminates both the world model and the view model.
        RenderLayers::from_layers(&[DEFAULT_RENDER_LAYER, VIEW_MODEL_RENDER_LAYER]),
    ));
}

pub fn with(self, layer: usize) -> RenderLayers

Add the given layer.

This may be called multiple times to allow an entity to belong to multiple rendering layers.

Examples found in repository?
examples/3d/render_to_texture.rs (line 97)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
) {
    let size = Extent3d {
        width: 512,
        height: 512,
        ..default()
    };

    // This is the texture that will be rendered to.
    let mut image = Image {
        texture_descriptor: TextureDescriptor {
            label: None,
            size,
            dimension: TextureDimension::D2,
            format: TextureFormat::Bgra8UnormSrgb,
            mip_level_count: 1,
            sample_count: 1,
            usage: TextureUsages::TEXTURE_BINDING
                | TextureUsages::COPY_DST
                | TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        },
        ..default()
    };

    // fill image.data with zeroes
    image.resize(size);

    let image_handle = images.add(image);

    let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
    let cube_material_handle = materials.add(StandardMaterial {
        base_color: Color::srgb(0.8, 0.7, 0.6),
        reflectance: 0.02,
        unlit: false,
        ..default()
    });

    // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
    let first_pass_layer = RenderLayers::layer(1);

    // The cube that will be rendered to the texture.
    commands.spawn((
        PbrBundle {
            mesh: cube_handle,
            material: cube_material_handle,
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
            ..default()
        },
        FirstPassCube,
        first_pass_layer.clone(),
    ));

    // Light
    // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
    // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
    // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
    commands.spawn((
        PointLightBundle {
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
            ..default()
        },
        RenderLayers::layer(0).with(1),
    ));

    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                // render before the "main pass" camera
                order: -1,
                target: image_handle.clone().into(),
                clear_color: Color::WHITE.into(),
                ..default()
            },
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
                .looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        first_pass_layer,
    ));

    let cube_size = 4.0;
    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));

    // This material has the texture that has been rendered.
    let material_handle = materials.add(StandardMaterial {
        base_color_texture: Some(image_handle),
        reflectance: 0.02,
        unlit: false,
        ..default()
    });

    // Main pass cube, with material containing the rendered first pass texture.
    commands.spawn((
        PbrBundle {
            mesh: cube_handle,
            material: material_handle,
            transform: Transform::from_xyz(0.0, 0.0, 1.5)
                .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
            ..default()
        },
        MainPassCube,
    ));

    // The main pass camera.
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
}

pub fn without(self, layer: usize) -> RenderLayers

Removes the given rendering layer.

pub fn iter(&self) -> impl Iterator<Item = usize>

Get an iterator of the layers.

pub fn intersects(&self, other: &RenderLayers) -> bool

Determine if a RenderLayers intersects another.

RenderLayerss intersect if they share any common layers.

A RenderLayers with no layers will not match any other RenderLayers, even another with no layers.

pub fn bits(&self) -> &[u64]

get the bitmask representation of the contained layers

Trait Implementations§

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impl Clone for RenderLayers

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fn clone(&self) -> RenderLayers

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for RenderLayers
where RenderLayers: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for RenderLayers

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

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

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fn default() -> &RenderLayers

Returns the “default value” for a type. Read more
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impl Default for RenderLayers

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fn default() -> RenderLayers

By default, this structure includes layer 0, which represents the first layer.

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impl FromIterator<usize> for RenderLayers

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fn from_iter<T>(i: T) -> RenderLayers
where T: IntoIterator<Item = usize>,

Creates a value from an iterator. Read more
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impl FromReflect for RenderLayers
where RenderLayers: Any + Send + Sync, SmallVec<[u64; 1]>: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<RenderLayers>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for RenderLayers
where RenderLayers: Any + Send + Sync, SmallVec<[u64; 1]>: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Ord for RenderLayers

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fn cmp(&self, other: &RenderLayers) -> Ordering

This method returns an Ordering between self and other. Read more
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fn max(self, other: Self) -> Self
where Self: Sized,

Compares and returns the maximum of two values. Read more
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fn min(self, other: Self) -> Self
where Self: Sized,

Compares and returns the minimum of two values. Read more
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fn clamp(self, min: Self, max: Self) -> Self
where Self: Sized + PartialOrd,

Restrict a value to a certain interval. Read more
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impl PartialEq for RenderLayers

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

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialOrd for RenderLayers

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fn partial_cmp(&self, other: &RenderLayers) -> Option<Ordering>

This method returns an ordering between self and other values if one exists. Read more
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fn lt(&self, other: &Rhs) -> bool

This method tests less than (for self and other) and is used by the < operator. Read more
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fn le(&self, other: &Rhs) -> bool

This method tests less than or equal to (for self and other) and is used by the <= operator. Read more
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fn gt(&self, other: &Rhs) -> bool

This method tests greater than (for self and other) and is used by the > operator. Read more
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fn ge(&self, other: &Rhs) -> bool

This method tests greater than or equal to (for self and other) and is used by the >= operator. Read more
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impl Reflect for RenderLayers
where RenderLayers: Any + Send + Sync, SmallVec<[u64; 1]>: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<RenderLayers>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<RenderLayers>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn try_apply( &mut self, value: &(dyn Reflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<RenderLayers>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl TupleStruct for RenderLayers
where RenderLayers: Any + Send + Sync, SmallVec<[u64; 1]>: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn field_len(&self) -> usize

Returns the number of fields in the tuple struct.
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fn iter_fields(&self) -> TupleStructFieldIter<'_>

Returns an iterator over the values of the tuple struct’s fields.
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fn clone_dynamic(&self) -> DynamicTupleStruct

Clones the struct into a DynamicTupleStruct.
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impl TypePath for RenderLayers

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for RenderLayers
where RenderLayers: Any + Send + Sync, SmallVec<[u64; 1]>: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Eq for RenderLayers

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impl StructuralPartialEq for RenderLayers

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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impl<Q, K> Comparable<K> for Q
where Q: Ord + ?Sized, K: Borrow<Q> + ?Sized,

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fn compare(&self, key: &K) -> Ordering

Compare self to key and return their ordering.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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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.
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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.
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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.
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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.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynEq for T
where T: Any + Eq,

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fn as_any(&self) -> &(dyn Any + 'static)

Casts the type to dyn Any.
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fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

This method tests for self and other values to be equal. Read more
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impl<C> DynamicBundle for C
where C: Component,

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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<S> GetTupleStructField for S
where S: TupleStruct,

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fn get_field<T>(&self, index: usize) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field with index index, downcast to T.
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fn get_field_mut<T>(&mut self, index: usize) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field with index index, downcast to T.
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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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 more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

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
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,