Struct ferritin_bevy::structure::StructureBuilder

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pub struct StructureBuilder<___State = __StructureBuilderInitialState> { /* private fields */ }
Expand description

Use builder syntax to set the required parameters and finish by calling the method Self::build().

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impl<__Pdb, __Rendertype, __ColorScheme, __Material> StructureBuilder<(__Pdb, __Rendertype, __ColorScheme, __Material)>

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pub fn build(self) -> Structure
where __Pdb: IntoSet<AtomCollection, StructureBuilder__pdb>, __Rendertype: IntoSet<Option<RenderOptions>, StructureBuilder__rendertype>, __ColorScheme: IntoSet<Option<ColorScheme>, StructureBuilder__color_scheme>, __Material: IntoSet<Option<StandardMaterial>, StructureBuilder__material>,

Finishes building and returns the requested object.

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pub fn pdb( self, value: AtomCollection, ) -> <Self as __StructureBuilderSetMember>::Pdb
where __Pdb: IsUnset,

Sets the value of pdb. See Structure::builder() for more info.

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pub fn maybe_rendertype( self, value: Option<RenderOptions>, ) -> <Self as __StructureBuilderSetMember>::Rendertype
where __Rendertype: IsUnset,

Same as Self::rendertype, but accepts an Option as input. See that method’s documentation for more details.

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pub fn rendertype( self, value: RenderOptions, ) -> <Self as __StructureBuilderSetMember>::Rendertype
where __Rendertype: IsUnset,

Sets the value of rendertype. See Structure::builder() for more info.

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pub fn maybe_color_scheme( self, value: Option<ColorScheme>, ) -> <Self as __StructureBuilderSetMember>::ColorScheme
where __ColorScheme: IsUnset,

Same as Self::color_scheme, but accepts an Option as input. See that method’s documentation for more details.

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pub fn color_scheme( self, value: ColorScheme, ) -> <Self as __StructureBuilderSetMember>::ColorScheme
where __ColorScheme: IsUnset,

Sets the value of color_scheme. See Structure::builder() for more info.

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pub fn maybe_material( self, value: Option<StandardMaterial>, ) -> <Self as __StructureBuilderSetMember>::Material
where __Material: IsUnset,

Same as Self::material, but accepts an Option as input. See that method’s documentation for more details.

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pub fn material( self, value: StandardMaterial, ) -> <Self as __StructureBuilderSetMember>::Material
where __Material: IsUnset,

Sets the value of material. See Structure::builder() for more info.

Auto Trait Implementations§

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impl<___State> Freeze for StructureBuilder<___State>
where ___State: Freeze,

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impl<___State = (Unset<Required>, Unset<Optional>, Unset<Optional>, Unset<Optional>)> !RefUnwindSafe for StructureBuilder<___State>

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impl<___State> Send for StructureBuilder<___State>
where ___State: Send,

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impl<___State> Sync for StructureBuilder<___State>
where ___State: Sync,

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impl<___State> Unpin for StructureBuilder<___State>
where ___State: Unpin,

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impl<___State = (Unset<Required>, Unset<Optional>, Unset<Optional>, Unset<Optional>)> !UnwindSafe for StructureBuilder<___State>

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where T: 'static + ?Sized,

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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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