pub struct Vpeol3dPluginForEditor {
pub drag_plane: InfinitePlane3d,
}Expand description
Add the systems required for 3D editing.
- 3D camera control (for cameras with
Vpeol3dCameraControl) - Entity selection.
- Entity dragging.
- Connecting nested entities.
Fields§
§drag_plane: InfinitePlane3dThe plane to configure the global VpeolDragPlane resource with.
Indiviual entities can override this with their own VpeolDragPlane component.
It is a good idea to match this to Vpeol3dCameraControl::plane.
Implementations§
Source§impl Vpeol3dPluginForEditor
impl Vpeol3dPluginForEditor
Sourcepub fn sidescroller() -> Self
pub fn sidescroller() -> Self
For sidescroller games - drag entities along the XY plane.
Indiviual entities can override this with a VpeolDragPlane component.
Adding Vpeol3dThirdAxisWithKnob can be used to allow Z axis manipulation.
This combines well with Vpeol3dCameraControl::sidescroller.
Sourcepub fn topdown() -> Self
pub fn topdown() -> Self
For games that are not sidescrollers - drag entities along the XZ plane.
Indiviual entities can override this with a VpeolDragPlane component.
Adding Vpeol3dThirdAxisWithKnob can be used to allow Y axis manipulation.
This combines well with Vpeol3dCameraControl::topdown.
Trait Implementations§
Source§impl Plugin for Vpeol3dPluginForEditor
impl Plugin for Vpeol3dPluginForEditor
§fn ready(&self, _app: &App) -> bool
fn ready(&self, _app: &App) -> bool
finish should be called.§fn finish(&self, _app: &mut App)
fn finish(&self, _app: &mut App)
App], once all plugins registered are ready. This can
be useful for plugins that depends on another plugin asynchronous setup, like the renderer.§fn cleanup(&self, _app: &mut App)
fn cleanup(&self, _app: &mut App)
Auto Trait Implementations§
impl Freeze for Vpeol3dPluginForEditor
impl RefUnwindSafe for Vpeol3dPluginForEditor
impl Send for Vpeol3dPluginForEditor
impl Sync for Vpeol3dPluginForEditor
impl Unpin for Vpeol3dPluginForEditor
impl UnwindSafe for Vpeol3dPluginForEditor
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> Identity for Twhere
T: ?Sized,
impl<T> Identity for Twhere
T: ?Sized,
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§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>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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 moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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