Struct bevy_render::mesh::InnerMeshVertexBufferLayout
source · pub struct InnerMeshVertexBufferLayout { /* private fields */ }
Implementations§
source§impl InnerMeshVertexBufferLayout
impl InnerMeshVertexBufferLayout
pub fn new( attribute_ids: Vec<MeshVertexAttributeId>, layout: VertexBufferLayout ) -> Self
pub fn contains(&self, attribute_id: impl Into<MeshVertexAttributeId>) -> bool
pub fn attribute_ids(&self) -> &[MeshVertexAttributeId]
pub fn layout(&self) -> &VertexBufferLayout
pub fn get_layout( &self, attribute_descriptors: &[VertexAttributeDescriptor] ) -> Result<VertexBufferLayout, MissingVertexAttributeError>
Trait Implementations§
source§impl Clone for InnerMeshVertexBufferLayout
impl Clone for InnerMeshVertexBufferLayout
source§fn clone(&self) -> InnerMeshVertexBufferLayout
fn clone(&self) -> InnerMeshVertexBufferLayout
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 InnerMeshVertexBufferLayout
impl Debug for InnerMeshVertexBufferLayout
source§impl Hash for InnerMeshVertexBufferLayout
impl Hash for InnerMeshVertexBufferLayout
source§impl PartialEq for InnerMeshVertexBufferLayout
impl PartialEq for InnerMeshVertexBufferLayout
source§fn eq(&self, other: &InnerMeshVertexBufferLayout) -> bool
fn eq(&self, other: &InnerMeshVertexBufferLayout) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for InnerMeshVertexBufferLayout
impl StructuralEq for InnerMeshVertexBufferLayout
impl StructuralPartialEq for InnerMeshVertexBufferLayout
Auto Trait Implementations§
impl RefUnwindSafe for InnerMeshVertexBufferLayout
impl Send for InnerMeshVertexBufferLayout
impl Sync for InnerMeshVertexBufferLayout
impl Unpin for InnerMeshVertexBufferLayout
impl UnwindSafe for InnerMeshVertexBufferLayout
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
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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,
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Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
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then be further downcast
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where ConcreteType
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) to Rc<Any>
. Rc<Any>
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&Trait
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) to &Any
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. This is needed since Rust cannot
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impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
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impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.