GltfAssetLabel

Enum GltfAssetLabel 

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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§

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Scene(usize)

Scene{}: glTF Scene as a Bevy Scene

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Node(usize)

Node{}: glTF Node as a GltfNode

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Mesh(usize)

Mesh{}: glTF Mesh as a GltfMesh

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Primitive

Mesh{}/Primitive{}: glTF Primitive as a Bevy Mesh

Fields

§mesh: usize

Index of the mesh for this primitive

§primitive: usize

Index of this primitive in its parent mesh

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MorphTarget

Mesh{}/Primitive{}/MorphTargets: Morph target animation data for a glTF Primitive as a Bevy Image

Fields

§mesh: usize

Index of the mesh for this primitive

§primitive: usize

Index of this primitive in its parent mesh

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Texture(usize)

Texture{}: glTF Texture as a Bevy Image

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Material

Material{}: glTF Material as a Bevy StandardMaterial

Fields

§index: usize

Index of this material

§is_scale_inverted: bool

Used to set the Face of the material, useful if it is used with negative scale

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DefaultMaterial

DefaultMaterial: glTF’s default Material as a Bevy StandardMaterial

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Animation(usize)

Animation{}: glTF Animation as Bevy AnimationClip

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Skin(usize)

Skin{}: glTF mesh skin as GltfSkin

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InverseBindMatrices(usize)

Skin{}/InverseBindMatrices: glTF mesh skin matrices as Bevy SkinnedMeshInverseBindposes

Implementations§

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impl GltfAssetLabel

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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§

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impl Clone for GltfAssetLabel

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fn clone(&self) -> GltfAssetLabel

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GltfAssetLabel

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Display for GltfAssetLabel

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl PartialEq for GltfAssetLabel

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fn eq(&self, other: &GltfAssetLabel) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for GltfAssetLabel

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impl Eq for GltfAssetLabel

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impl StructuralPartialEq for GltfAssetLabel

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