Struct rin::blender::skinning::GpuSkinningSystem [−][src]
pub struct GpuSkinningSystem<V> { /* fields omitted */ }
Implementations
impl<V> GpuSkinningSystem<V>
[src]
impl<V> GpuSkinningSystem<V>
[src]pub fn new(gl: &Renderer<'_, Screen>) -> GpuSkinningSystem<V>
[src]
Trait Implementations
impl<V> SystemThreadLocal for GpuSkinningSystem<V> where
V: Clone + Sync + Debug + Serialize + Deserialize<'static> + Vertex<Position = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Normal<Normal = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Send + DefaultWeight + VertexFormat + 'static,
[src]
impl<V> SystemThreadLocal for GpuSkinningSystem<V> where
V: Clone + Sync + Debug + Serialize + Deserialize<'static> + Vertex<Position = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Normal<Normal = Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>> + Send + DefaultWeight + VertexFormat + 'static,
[src]pub fn run(
&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
[src]
&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
pub fn name() -> Option<&'static str>
[src]
pub fn runs_on_gpu() -> bool
[src]
pub fn after() -> Vec<SystemId, Global>ⓘ
[src]
pub fn needs() -> Vec<TypeId, Global>ⓘ
[src]
pub fn updates() -> Vec<TypeId, Global>ⓘ
[src]
pub fn reads() -> Vec<TypeId, Global>ⓘ
[src]
pub fn writes() -> Vec<TypeId, Global>ⓘ
[src]
pub fn checks(
&mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>>
[src]
&mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>>
pub fn before() -> Vec<SystemId, Global>ⓘ
[src]
pub fn file_line_info(&self) -> &'static str
[src]
Auto Trait Implementations
impl<V> !RefUnwindSafe for GpuSkinningSystem<V>
impl<V> !Send for GpuSkinningSystem<V>
impl<V> !Sync for GpuSkinningSystem<V>
impl<V> Unpin for GpuSkinningSystem<V> where
V: Unpin,
V: Unpin,
impl<V> !UnwindSafe for GpuSkinningSystem<V>
Blanket Implementations
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
[src]
pub fn is_in_subset(&self) -> bool
[src]
pub fn to_subset_unchecked(&self) -> SS
[src]
pub fn from_subset(element: &SS) -> SP
[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]