pub struct ItemDisplayEntityBundle {Show 42 fields
pub item_display_entity: ItemDisplayEntity,
pub item_display_item: Item,
pub item_display_item_display: ItemDisplay,
pub display_entity: DisplayEntity,
pub display_start_interpolation: StartInterpolation,
pub display_interpolation_duration: InterpolationDuration,
pub display_translation: Translation,
pub display_scale: Scale,
pub display_left_rotation: LeftRotation,
pub display_right_rotation: RightRotation,
pub display_billboard: Billboard,
pub display_brightness: Brightness,
pub display_view_range: ViewRange,
pub display_shadow_radius: ShadowRadius,
pub display_shadow_strength: ShadowStrength,
pub display_width: Width,
pub display_height: Height,
pub display_glow_color_override: GlowColorOverride,
pub entity: Entity,
pub entity_flags: Flags,
pub entity_air: Air,
pub entity_custom_name: CustomName,
pub entity_name_visible: NameVisible,
pub entity_silent: Silent,
pub entity_no_gravity: NoGravity,
pub entity_pose: Pose,
pub entity_frozen_ticks: FrozenTicks,
pub kind: EntityKind,
pub id: EntityId,
pub uuid: UniqueId,
pub layer: EntityLayerId,
pub old_layer: OldEntityLayerId,
pub position: Position,
pub old_position: OldPosition,
pub look: Look,
pub head_yaw: HeadYaw,
pub on_ground: OnGround,
pub velocity: Velocity,
pub statuses: EntityStatuses,
pub animations: EntityAnimations,
pub object_data: ObjectData,
pub tracked_data: TrackedData,
}
Expand description
The bundle of components for spawning item_display
entities.
Fields§
§item_display_entity: ItemDisplayEntity
§item_display_item: Item
§item_display_item_display: ItemDisplay
§display_entity: DisplayEntity
§display_start_interpolation: StartInterpolation
§display_interpolation_duration: InterpolationDuration
§display_translation: Translation
§display_scale: Scale
§display_left_rotation: LeftRotation
§display_right_rotation: RightRotation
§display_billboard: Billboard
§display_brightness: Brightness
§display_view_range: ViewRange
§display_shadow_radius: ShadowRadius
§display_shadow_strength: ShadowStrength
§display_width: Width
§display_height: Height
§display_glow_color_override: GlowColorOverride
§entity: Entity
§entity_flags: Flags
§entity_air: Air
§entity_custom_name: CustomName
§entity_name_visible: NameVisible
§entity_silent: Silent
§entity_no_gravity: NoGravity
§entity_pose: Pose
§entity_frozen_ticks: FrozenTicks
§kind: EntityKind
§id: EntityId
§uuid: UniqueId
§layer: EntityLayerId
§old_layer: OldEntityLayerId
§position: Position
§old_position: OldPosition
§look: Look
§head_yaw: HeadYaw
§on_ground: OnGround
§velocity: Velocity
§statuses: EntityStatuses
§animations: EntityAnimations
§object_data: ObjectData
§tracked_data: TrackedData
Trait Implementations§
source§impl Bundle for ItemDisplayEntityBundle
impl Bundle for ItemDisplayEntityBundle
source§impl Debug for ItemDisplayEntityBundle
impl Debug for ItemDisplayEntityBundle
source§impl Default for ItemDisplayEntityBundle
impl Default for ItemDisplayEntityBundle
impl DynamicBundle for ItemDisplayEntityBundle
Auto Trait Implementations§
impl Freeze for ItemDisplayEntityBundle
impl RefUnwindSafe for ItemDisplayEntityBundle
impl Send for ItemDisplayEntityBundle
impl Sync for ItemDisplayEntityBundle
impl Unpin for ItemDisplayEntityBundle
impl UnwindSafe for ItemDisplayEntityBundle
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given [World
].