pub struct Camera3dBundle {Show 15 fields
pub camera: Camera,
pub camera_render_graph: CameraRenderGraph,
pub projection: Projection,
pub visible_entities: VisibleEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub camera_3d: Camera3d,
pub tonemapping: Tonemapping,
pub deband_dither: DebandDither,
pub color_grading: ColorGrading,
pub exposure: Exposure,
pub main_texture_usages: CameraMainTextureUsages,
pub msaa: Msaa,
pub sync: SyncToRenderWorld,
}
👎Deprecated since 0.15.0: Use the
Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.Expand description
The camera coordinate space is right-handed x-right, y-up, z-back. This means “forward” is -Z.
Fields§
§camera: Camera
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.camera_render_graph: CameraRenderGraph
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.projection: Projection
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.visible_entities: VisibleEntities
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.frustum: Frustum
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.transform: Transform
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.global_transform: GlobalTransform
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.camera_3d: Camera3d
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.tonemapping: Tonemapping
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.deband_dither: DebandDither
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.color_grading: ColorGrading
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.exposure: Exposure
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.main_texture_usages: CameraMainTextureUsages
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.msaa: Msaa
👎Deprecated since 0.15.0: Use the
§Camera3d
component instead. Inserting it will now also insert the other components required by it automatically.sync: SyncToRenderWorld
👎Deprecated since 0.15.0: Use the
Camera3d
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 Implementations§
Source§impl Bundle for Camera3dBundle
impl Bundle for Camera3dBundle
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§fn 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
.Source§impl Clone for Camera3dBundle
impl Clone for Camera3dBundle
Source§fn clone(&self) -> Camera3dBundle
fn clone(&self) -> Camera3dBundle
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 Default for Camera3dBundle
impl Default for Camera3dBundle
impl DynamicBundle for Camera3dBundle
Auto Trait Implementations§
impl Freeze for Camera3dBundle
impl !RefUnwindSafe for Camera3dBundle
impl Send for Camera3dBundle
impl Sync for Camera3dBundle
impl Unpin for Camera3dBundle
impl !UnwindSafe for Camera3dBundle
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,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
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’s vtable from &Trait
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. 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 default()
.
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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Converts self
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