Enum bevy_render::mesh::primitives::CircularMeshUvMode
source · #[non_exhaustive]pub enum CircularMeshUvMode {
Mask {
angle: f32,
},
}
Expand description
Specifies how to generate UV-mappings for the CircularSector
and CircularSegment
shapes.
Currently the only variant is Mask
, which is good for showing a portion of a texture that includes
the entire circle, particularly the same texture will be displayed with different fractions of a
complete circle.
It’s expected that more will be added in the future, such as a variant that causes the texture to be scaled to fit the bounding box of the shape, which would be good for packed textures only including the portion of the circle that is needed to display.
Variants (Non-exhaustive)§
This enum is marked as non-exhaustive
Non-exhaustive enums could have additional variants added in future. Therefore, when matching against variants of non-exhaustive enums, an extra wildcard arm must be added to account for any future variants.
Mask
Treats the shape as a mask over a circle of equal size and radius, with the center of the circle at the center of the texture.
Trait Implementations§
source§impl Clone for CircularMeshUvMode
impl Clone for CircularMeshUvMode
source§fn clone(&self) -> CircularMeshUvMode
fn clone(&self) -> CircularMeshUvMode
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 Debug for CircularMeshUvMode
impl Debug for CircularMeshUvMode
source§impl Default for CircularMeshUvMode
impl Default for CircularMeshUvMode
source§impl PartialEq for CircularMeshUvMode
impl PartialEq for CircularMeshUvMode
source§fn eq(&self, other: &CircularMeshUvMode) -> bool
fn eq(&self, other: &CircularMeshUvMode) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for CircularMeshUvMode
impl StructuralPartialEq for CircularMeshUvMode
Auto Trait Implementations§
impl Freeze for CircularMeshUvMode
impl RefUnwindSafe for CircularMeshUvMode
impl Send for CircularMeshUvMode
impl Sync for CircularMeshUvMode
impl Unpin for CircularMeshUvMode
impl UnwindSafe for CircularMeshUvMode
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,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn 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
.source§fn 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
.source§fn 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 &Any
’s vtable from &Trait
’s.source§fn 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 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 data from the given World
.