pub struct SceneAssets {
pub meshes: Vec<MeshAsset>,
pub instances: Vec<MeshInstance>,
pub materials: Vec<MaterialAsset>,
pub material_resources: MaterialResourceAssets,
pub scenes: Vec<SceneAsset>,
pub default_scene: Option<usize>,
pub source_skeleton: SourceSkeletonAssets,
}Expand description
Mesh definitions, their node instances, scenes, and materials carried alongside animation data.
Fields§
§meshes: Vec<MeshAsset>Mesh definitions in source order, including definitions without a node instance.
instances: Vec<MeshInstance>Node instances of the mesh definitions, in source node order.
materials: Vec<MaterialAsset>Materials referenced by mesh primitives.
material_resources: MaterialResourceAssetsRead-only source material, texture, and image evidence for measurement.
Writer-facing material slots remain in Self::materials.
scenes: Vec<SceneAsset>Declared source scenes in source order.
default_scene: Option<usize>Source scene index selected by default, when one was declared.
source_skeleton: SourceSkeletonAssetsSource-node and source-skin identity evidence for skeleton measurements.
This is intentionally separate from the normalized Skeleton and
from MeshInstance::skin_ibms: a source node order need not match
FK order, and one joint can have different inverse binds in different
source skins.
Trait Implementations§
Source§impl Clone for SceneAssets
impl Clone for SceneAssets
Source§fn clone(&self) -> SceneAssets
fn clone(&self) -> SceneAssets
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more