Struct SkinUniforms

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pub struct SkinUniforms {
    pub current_staging_buffer: Vec<Mat4>,
    pub current_buffer: Buffer,
    pub prev_buffer: Buffer,
    /* private fields */
}
Expand description

The GPU buffers containing joint matrices for all skinned meshes.

This is double-buffered: we store the joint matrices of each mesh for the previous frame in addition to those of each mesh for the current frame. This is for motion vector calculation. Every frame, we swap buffers and overwrite the joint matrix buffer from two frames ago with the data for the current frame.

Notes on implementation: see comment on top of the extract_skins system.

Fields§

§current_staging_buffer: Vec<Mat4>

The CPU-side buffer that stores the joint matrices for skinned meshes in the current frame.

§current_buffer: Buffer

The GPU-side buffer that stores the joint matrices for skinned meshes in the current frame.

§prev_buffer: Buffer

The GPU-side buffer that stores the joint matrices for skinned meshes in the previous frame.

Implementations§

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impl SkinUniforms

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pub fn skin_index(&self, skin: MainEntity) -> Option<u32>

Returns the current offset in joints of the skin in the buffer.

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pub fn skin_byte_offset(&self, skin: MainEntity) -> Option<SkinByteOffset>

Returns the current offset in bytes of the skin in the buffer.

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pub fn all_skins(&self) -> impl Iterator<Item = &MainEntity>

Returns an iterator over all skins in the scene.

Trait Implementations§

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impl FromWorld for SkinUniforms

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fn from_world(world: &mut World) -> Self

Creates Self using data from the given World.
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impl Resource for SkinUniforms
where Self: Send + Sync + 'static,

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