pub enum GltfAssetLabel {
Scene(usize),
Node(usize),
Mesh(usize),
Primitive {
mesh: usize,
primitive: usize,
},
MorphTarget {
mesh: usize,
primitive: usize,
},
Texture(usize),
Material {
index: usize,
is_scale_inverted: bool,
},
DefaultMaterial,
Animation(usize),
Skin(usize),
InverseBindMatrices(usize),
}Expand description
Labels that can be used to load part of a glTF
You can use GltfAssetLabel::from_asset to add it to an asset path
fn load_gltf_scene(asset_server: Res<AssetServer>) {
let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
}Or when formatting a string for the path
fn load_gltf_scene(asset_server: Res<AssetServer>) {
let gltf_scene: Handle<Scene> = asset_server.load(format!("models/FlightHelmet/FlightHelmet.gltf#{}", GltfAssetLabel::Scene(0)));
}Variants§
Scene(usize)
Scene{}: glTF Scene as a Bevy Scene
Node(usize)
Node{}: glTF Node as a GltfNode
Mesh(usize)
Mesh{}: glTF Mesh as a GltfMesh
Primitive
Mesh{}/Primitive{}: glTF Primitive as a Bevy Mesh
Fields
MorphTarget
Mesh{}/Primitive{}/MorphTargets: Morph target animation data for a glTF Primitive
as a Bevy Image
Fields
Texture(usize)
Texture{}: glTF Texture as a Bevy Image
Material
Material{}: glTF Material as a Bevy StandardMaterial
Fields
DefaultMaterial
DefaultMaterial: glTF’s default Material as a
Bevy StandardMaterial
Animation(usize)
Animation{}: glTF Animation as Bevy AnimationClip
Skin(usize)
Skin{}: glTF mesh skin as GltfSkin
InverseBindMatrices(usize)
Skin{}/InverseBindMatrices: glTF mesh skin matrices as Bevy
SkinnedMeshInverseBindposes
Implementations§
Source§impl GltfAssetLabel
impl GltfAssetLabel
Sourcepub fn from_asset(
&self,
path: impl Into<AssetPath<'static>>,
) -> AssetPath<'static>
pub fn from_asset( &self, path: impl Into<AssetPath<'static>>, ) -> AssetPath<'static>
Add this label to an asset path
fn load_gltf_scene(asset_server: Res<AssetServer>) {
let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
}Trait Implementations§
Source§impl Clone for GltfAssetLabel
impl Clone for GltfAssetLabel
Source§fn clone(&self) -> GltfAssetLabel
fn clone(&self) -> GltfAssetLabel
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for GltfAssetLabel
impl Debug for GltfAssetLabel
Source§impl Display for GltfAssetLabel
impl Display for GltfAssetLabel
Source§impl PartialEq for GltfAssetLabel
impl PartialEq for GltfAssetLabel
impl Copy for GltfAssetLabel
impl Eq for GltfAssetLabel
impl StructuralPartialEq for GltfAssetLabel
Auto Trait Implementations§
impl Freeze for GltfAssetLabel
impl RefUnwindSafe for GltfAssetLabel
impl Send for GltfAssetLabel
impl Sync for GltfAssetLabel
impl Unpin for GltfAssetLabel
impl UnwindSafe for GltfAssetLabel
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impl<T, U> AsBindGroupShaderType<U> for T
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