Struct rin::scene::renderer::geometry::AnimatedGeometryGpuUpdater [−][src]
pub struct AnimatedGeometryGpuUpdater<V, B> { /* fields omitted */ }
Implementations
impl<V, B> AnimatedGeometryGpuUpdater<V, B>
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impl<V, B> AnimatedGeometryGpuUpdater<V, B>
[src]pub fn new(
allocator_handle: AllocatorHandle<V, B>
) -> AnimatedGeometryGpuUpdater<V, B>
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allocator_handle: AllocatorHandle<V, B>
) -> AnimatedGeometryGpuUpdater<V, B>
Trait Implementations
impl<V, B> SystemThreadLocal for AnimatedGeometryGpuUpdater<V, B> where
B: 'static + BufferExt<u8> + Clone + Cast<u32> + Cast<V>,
V: 'static + Debug + Clone + Send + VertexFormat,
<B as Cast<u32>>::CastTo: 'static,
<B as Cast<u32>>::CastTo: BufferRangeMut<u32>,
<B as Cast<u32>>::CastTo: Clone,
<B as Cast<V>>::CastTo: 'static,
<B as Cast<V>>::CastTo: BufferRangeMut<V>,
<B as Cast<V>>::CastTo: Clone,
Allocator<B>: InternalCreation<B>,
Allocator<B>: Creation<B>,
Allocator<B>: Updater,
Allocator<V, B>: AllocatorFlags,
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impl<V, B> SystemThreadLocal for AnimatedGeometryGpuUpdater<V, B> where
B: 'static + BufferExt<u8> + Clone + Cast<u32> + Cast<V>,
V: 'static + Debug + Clone + Send + VertexFormat,
<B as Cast<u32>>::CastTo: 'static,
<B as Cast<u32>>::CastTo: BufferRangeMut<u32>,
<B as Cast<u32>>::CastTo: Clone,
<B as Cast<V>>::CastTo: 'static,
<B as Cast<V>>::CastTo: BufferRangeMut<V>,
<B as Cast<V>>::CastTo: Clone,
Allocator<B>: InternalCreation<B>,
Allocator<B>: Creation<B>,
Allocator<B>: Updater,
Allocator<V, B>: AllocatorFlags,
[src]pub fn run(
&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
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&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
pub fn checks(
world: &mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>>
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world: &mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>>
pub fn name() -> Option<&'static str>
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pub fn runs_on_gpu() -> bool
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pub fn needs() -> Vec<TypeId, Global>ⓘ
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pub fn updates() -> Vec<TypeId, Global>ⓘ
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pub fn reads() -> Vec<TypeId, Global>ⓘ
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pub fn writes() -> Vec<TypeId, Global>ⓘ
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pub fn before() -> Vec<SystemId, Global>ⓘ
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pub fn after() -> Vec<SystemId, Global>ⓘ
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pub fn file_line_info(&self) -> &'static str
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Auto Trait Implementations
impl<V, B> RefUnwindSafe for AnimatedGeometryGpuUpdater<V, B> where
B: RefUnwindSafe,
V: RefUnwindSafe,
B: RefUnwindSafe,
V: RefUnwindSafe,
impl<V, B> Send for AnimatedGeometryGpuUpdater<V, B> where
B: Send,
V: Send,
B: Send,
V: Send,
impl<V, B> Sync for AnimatedGeometryGpuUpdater<V, B> where
B: Sync,
V: Sync,
B: Sync,
V: Sync,
impl<V, B> Unpin for AnimatedGeometryGpuUpdater<V, B> where
B: Unpin,
V: Unpin,
B: Unpin,
V: Unpin,
impl<V, B> UnwindSafe for AnimatedGeometryGpuUpdater<V, B> where
B: UnwindSafe,
V: UnwindSafe,
B: UnwindSafe,
V: UnwindSafe,
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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