Struct bevy::ui::ExtractedUiMaterialNode
source · pub struct ExtractedUiMaterialNode<M>where
M: UiMaterial,{
pub stack_index: usize,
pub transform: Mat4,
pub rect: Rect,
pub border: [f32; 4],
pub material: AssetId<M>,
pub clip: Option<Rect>,
}
Fields§
§stack_index: usize
§transform: Mat4
§rect: Rect
§border: [f32; 4]
§material: AssetId<M>
§clip: Option<Rect>
Auto Trait Implementations§
impl<M> RefUnwindSafe for ExtractedUiMaterialNode<M>
impl<M> Send for ExtractedUiMaterialNode<M>
impl<M> Sync for ExtractedUiMaterialNode<M>
impl<M> Unpin for ExtractedUiMaterialNode<M>
impl<M> UnwindSafe for ExtractedUiMaterialNode<M>
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
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source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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