pub struct RenderMetadata {
pub object_id: String,
pub rotation_index: usize,
pub viewpoint_index: usize,
pub rotation_euler: [f32; 3],
pub camera_position: [f32; 3],
pub camera_rotation_xyzw: Option<[f32; 4]>,
pub target_point: Option<[f32; 3]>,
pub targeting_policy: Option<TargetingPolicy>,
pub mesh_bounds: Option<MeshBoundsMetadata>,
pub health: Option<RenderHealth>,
pub rgba_file: String,
pub depth_file: String,
}Expand description
Metadata for a single render
Fields§
§object_id: String§rotation_index: usize§viewpoint_index: usize§rotation_euler: [f32; 3]§camera_position: [f32; 3]§camera_rotation_xyzw: Option<[f32; 4]>§target_point: Option<[f32; 3]>§targeting_policy: Option<TargetingPolicy>§mesh_bounds: Option<MeshBoundsMetadata>§health: Option<RenderHealth>§rgba_file: String§depth_file: StringTrait Implementations§
Source§impl Clone for RenderMetadata
impl Clone for RenderMetadata
Source§fn clone(&self) -> RenderMetadata
fn clone(&self) -> RenderMetadata
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for RenderMetadata
impl Debug for RenderMetadata
Source§impl<'de> Deserialize<'de> for RenderMetadata
impl<'de> Deserialize<'de> for RenderMetadata
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for RenderMetadata
impl RefUnwindSafe for RenderMetadata
impl Send for RenderMetadata
impl Sync for RenderMetadata
impl Unpin for RenderMetadata
impl UnsafeUnpin for RenderMetadata
impl UnwindSafe for RenderMetadata
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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
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