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ExtractComponentPlugin

Struct ExtractComponentPlugin 

pub struct ExtractComponentPlugin<C, F = ()> {
    only_extract_visible: bool,
    marker: PhantomData<fn() -> (C, F)>,
}
Expand description

This plugin extracts the components into the render world for synced entities. To do so, it sets up the ExtractSchedule step for the specified ExtractComponent.

It also registers SyncComponentPlugin to ensure the extracted components are deleted if the main world components are removed.

The marker type F is only used as a way to bypass the orphan rules. To implement the trait for a foreign type you can use a local type as the marker, e.g. the type of the plugin that calls ExtractComponentPlugin.

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§only_extract_visible: bool§marker: PhantomData<fn() -> (C, F)>

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Trait Implementations§

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impl<C, F> Default for ExtractComponentPlugin<C, F>

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fn default() -> ExtractComponentPlugin<C, F>

Returns the “default value” for a type. Read more
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impl<C, F> Plugin for ExtractComponentPlugin<C, F>
where C: ExtractComponent<F>, F: 'static + Send + Sync,

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn finish(&self, _app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

Auto Trait Implementations§

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impl<C, F> Freeze for ExtractComponentPlugin<C, F>

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impl<C, F> RefUnwindSafe for ExtractComponentPlugin<C, F>

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impl<C, F> Send for ExtractComponentPlugin<C, F>

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impl<C, F> Sync for ExtractComponentPlugin<C, F>

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impl<C, F> Unpin for ExtractComponentPlugin<C, F>

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impl<C, F> UnsafeUnpin for ExtractComponentPlugin<C, F>

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impl<C, F> UnwindSafe for ExtractComponentPlugin<C, F>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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