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 current_skin_index: u32,
pub material_and_lightmap_bind_group_slot: u32,
pub tag: u32,
pub pad: 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: u32The 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.
current_skin_index: u32The current skin index, or u32::MAX if there’s no skin.
material_and_lightmap_bind_group_slot: u32The material and lightmap indices, packed into 32 bits.
Low 16 bits: index of the material inside the bind group data. High 16 bits: index of the lightmap in the binding array.
tag: u32User supplied tag to identify this mesh instance.
pad: u32Padding.
Implementations§
Source§impl MeshUniform
impl MeshUniform
pub fn new( mesh_transforms: &MeshTransforms, first_vertex_index: u32, material_bind_group_slot: MaterialBindGroupSlot, maybe_lightmap: Option<(LightmapSlotIndex, Rect)>, current_skin_index: Option<u32>, tag: Option<u32>, ) -> MeshUniform
Trait Implementations§
Source§impl Clone for MeshUniform
impl Clone for MeshUniform
Source§fn clone(&self) -> MeshUniform
fn clone(&self) -> MeshUniform
Returns a duplicate 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<11>>,
[Vec4; 3]: for<'__> CreateFrom + for<'__> CreateFrom,
[Vec4; 2]: for<'__> CreateFrom,
f32: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
impl CreateFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
[Vec4; 3]: for<'__> CreateFrom + for<'__> CreateFrom,
[Vec4; 2]: for<'__> CreateFrom,
f32: for<'__> CreateFrom,
u32: for<'__> CreateFrom + 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<11>>,
[Vec4; 3]: for<'__> ReadFrom + for<'__> ReadFrom,
[Vec4; 2]: for<'__> ReadFrom,
f32: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
impl ReadFrom for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
[Vec4; 3]: for<'__> ReadFrom + for<'__> ReadFrom,
[Vec4; 2]: for<'__> ReadFrom,
f32: for<'__> ReadFrom,
u32: for<'__> ReadFrom + 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<11>>,
[Vec4; 3]: for<'__> WriteInto + for<'__> WriteInto,
[Vec4; 2]: for<'__> WriteInto,
f32: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
UVec2: for<'__> WriteInto,
impl WriteInto for MeshUniformwhere
MeshUniform: ShaderType<ExtraMetadata = StructMetadata<11>>,
[Vec4; 3]: for<'__> WriteInto + for<'__> WriteInto,
[Vec4; 2]: for<'__> WriteInto,
f32: for<'__> WriteInto,
u32: for<'__> WriteInto + 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,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn into_any(self: Box<T>) -> Box<dyn Any>
Converts
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downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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