Struct bevy::pbr::RenderMeshInstance
source · pub struct RenderMeshInstance {
pub transforms: MeshTransforms,
pub mesh_asset_id: AssetId<Mesh>,
pub material_bind_group_id: MaterialBindGroupId,
pub shadow_caster: bool,
pub automatic_batching: bool,
}
Fields§
§transforms: MeshTransforms
§mesh_asset_id: AssetId<Mesh>
§material_bind_group_id: MaterialBindGroupId
§shadow_caster: bool
§automatic_batching: bool
Implementations§
source§impl RenderMeshInstance
impl RenderMeshInstance
pub fn should_batch(&self) -> bool
Auto Trait Implementations§
impl RefUnwindSafe for RenderMeshInstance
impl Send for RenderMeshInstance
impl Sync for RenderMeshInstance
impl Unpin for RenderMeshInstance
impl UnwindSafe for RenderMeshInstance
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<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> 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>
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then be further downcast
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