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: 'static, B> SystemThreadLocal for AnimatedGeometryGpuUpdater<V, B> where
V: Debug + Clone + Send + VertexFormat + 'static,
B: 'static + BufferExt<u8> + Clone + Cast<IndexT> + Cast<V>,
<B as Cast<IndexT>>::CastTo: 'static + BufferRangeMut<IndexT> + Clone,
<B as Cast<V>>::CastTo: 'static + BufferRangeMut<V> + Clone,
Allocator<B>: InternalCreation<B> + Creation<B> + Updater,
Allocator<V, B>: AllocatorFlags,
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impl<V: 'static, B> SystemThreadLocal for AnimatedGeometryGpuUpdater<V, B> where
V: Debug + Clone + Send + VertexFormat + 'static,
B: 'static + BufferExt<u8> + Clone + Cast<IndexT> + Cast<V>,
<B as Cast<IndexT>>::CastTo: 'static + BufferRangeMut<IndexT> + Clone,
<B as Cast<V>>::CastTo: 'static + BufferRangeMut<V> + Clone,
Allocator<B>: InternalCreation<B> + Creation<B> + Updater,
Allocator<V, B>: AllocatorFlags,
[src]fn run(
&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
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&mut self,
entities: EntitiesThreadLocal<'_>,
resources: ResourcesThreadLocal<'_>
)
fn checks(world: &mut StorageRegistry) -> Option<SystemConditionThreadLocal>
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fn name() -> Option<&'static str>
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fn runs_on_gpu() -> bool
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fn needs() -> Vec<TypeId>
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fn updates() -> Vec<TypeId>
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fn reads() -> Vec<TypeId>
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fn writes() -> Vec<TypeId>
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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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