pub struct SceneAssets {
pub meshes: Vec<RenderEntity>,
pub materials: Vec<RenderEntity>,
}Expand description
The render entities a shape is built from, in kind-major order.
The build job allocates them in the render world and publishes them here;
the gameplay world names them when it asks for an instance. They are
RenderEntitys: the world that built them and the world that names
them are two, so a bare entity is not enough to say which.
Fields§
§meshes: Vec<RenderEntity>One mesh per SHAPE_KINDS entry, in that order.
materials: Vec<RenderEntity>One material per shape kind and color, kind-major:
kind * BALL_COLORS.len() + color.
Trait Implementations§
Source§impl Clone for SceneAssets
impl Clone for SceneAssets
Auto Trait Implementations§
impl Forget for SceneAssets
impl Freeze for SceneAssets
impl RefUnwindSafe for SceneAssets
impl Send for SceneAssets
impl Sync for SceneAssets
impl Unpin for SceneAssets
impl UnsafeUnpin for SceneAssets
impl UnwindSafe for SceneAssets
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