pub struct MeshUniform {
pub world_from_local: [Vec4; 3],
pub previous_world_from_local: [Vec4; 3],
pub local_from_world_transpose_a: [Vec4; 2],
pub local_from_world_transpose_b: f32,
pub flags: u32,
pub lightmap_uv_rect: UVec2,
pub first_vertex_index: u32,
pub pad_a: u32,
pub pad_b: u32,
pub pad_c: u32,
}
Fields§
§world_from_local: [Vec4; 3]
§previous_world_from_local: [Vec4; 3]
§local_from_world_transpose_a: [Vec4; 2]
§local_from_world_transpose_b: f32
§flags: u32
§lightmap_uv_rect: UVec2
§first_vertex_index: u32
The index of this mesh’s first vertex in the vertex buffer.
Multiple meshes can be packed into a single vertex buffer (see
MeshAllocator
). This value stores the offset of the first vertex in
this mesh in that buffer.
pad_a: u32
Padding.
pad_b: u32
Padding.
pad_c: u32
Padding.
Implementations§
Source§impl MeshUniform
impl MeshUniform
pub fn new( mesh_transforms: &MeshTransforms, first_vertex_index: u32, maybe_lightmap_uv_rect: Option<Rect>, ) -> MeshUniform
Trait Implementations§
Source§impl Clone for MeshUniform
impl Clone for MeshUniform
Source§fn clone(&self) -> MeshUniform
fn clone(&self) -> MeshUniform
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl CreateFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> CreateFrom + for<'__> CreateFrom,
[Vec4; 2]: for<'__> CreateFrom,
f32: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
impl CreateFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> CreateFrom + for<'__> CreateFrom,
[Vec4; 2]: for<'__> CreateFrom,
f32: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> MeshUniformwhere
B: BufferRef,
Source§impl ReadFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> ReadFrom + for<'__> ReadFrom,
[Vec4; 2]: for<'__> ReadFrom,
f32: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
impl ReadFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> ReadFrom + for<'__> ReadFrom,
[Vec4; 2]: for<'__> ReadFrom,
f32: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
Source§impl ShaderSize for MeshUniformwhere
[Vec4; 3]: ShaderSize,
[Vec4; 2]: ShaderSize,
f32: ShaderSize,
u32: ShaderSize,
UVec2: ShaderSize,
impl ShaderSize for MeshUniformwhere
[Vec4; 3]: ShaderSize,
[Vec4; 2]: ShaderSize,
f32: ShaderSize,
u32: ShaderSize,
UVec2: ShaderSize,
Source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
Represents WGSL Size (equivalent to
ShaderType::min_size
)Source§impl ShaderType for MeshUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
[Vec4; 2]: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
impl ShaderType for MeshUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
[Vec4; 2]: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
Source§fn assert_uniform_compat()
fn assert_uniform_compat()
Asserts that
Self
meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moreSource§impl WriteInto for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> WriteInto + for<'__> WriteInto,
[Vec4; 2]: for<'__> WriteInto,
f32: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
UVec2: for<'__> WriteInto,
impl WriteInto for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<10>>,
[Vec4; 3]: for<'__> WriteInto + for<'__> WriteInto,
[Vec4; 2]: for<'__> WriteInto,
f32: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
UVec2: for<'__> WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where
B: BufferMut,
Auto Trait Implementations§
impl Freeze for MeshUniform
impl RefUnwindSafe for MeshUniform
impl Send for MeshUniform
impl Sync for MeshUniform
impl Unpin for MeshUniform
impl UnwindSafe for MeshUniform
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
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fn as_any(&self) -> &(dyn Any + 'static)
Convert
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impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
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