pub enum Handle<A>where
A: Asset,{
Strong(Arc<StrongHandle>),
Uuid(Uuid, PhantomData<fn() -> A>),
}Expand description
A handle to a specific Asset of type A. Handles act as abstract “references” to
assets, whose data are stored in the Assets<A> resource,
avoiding the need to store multiple copies of the same data.
If a Handle is Handle::Strong, the Asset will be kept
alive until the Handle is dropped. If a Handle is Handle::Uuid, it does not necessarily reference a live Asset,
nor will it keep assets alive.
Modifying a handle will change which existing asset is referenced, but modifying the asset
(by mutating the Assets resource) will change the asset for all handles referencing it.
Handle can be cloned. If a Handle::Strong is cloned, the referenced Asset will not be freed until all instances
of the Handle are dropped.
Handle::Strong, via StrongHandle also provides access to useful Asset metadata, such as the AssetPath (if it exists).
Variants§
Strong(Arc<StrongHandle>)
A “strong” reference to a live (or loading) Asset. If a Handle is Handle::Strong, the Asset will be kept
alive until the Handle is dropped. Strong handles also provide access to additional asset metadata.
Uuid(Uuid, PhantomData<fn() -> A>)
A reference to an Asset using a stable-across-runs / const identifier. Dropping this
handle will not result in the asset being dropped.
Implementations§
Source§impl<A> Handle<A>where
A: Asset,
impl<A> Handle<A>where
A: Asset,
Sourcepub fn id(&self) -> AssetId<A>
pub fn id(&self) -> AssetId<A>
Examples found in repository?
119 fn as_asset_id(&self) -> AssetId<Self::Asset> {
120 self.0.id()
121 }
122}
123
124#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
125struct ImageMaterial {
126 image: Handle<Image>,
127}
128
129impl ErasedRenderAsset for ImageMaterial {
130 type SourceAsset = ImageMaterial;
131 type ErasedAsset = PreparedMaterial;
132 type Param = (
133 SRes<DrawFunctions<Opaque3d>>,
134 SRes<ImageMaterialBindGroupLayout>,
135 SRes<AssetServer>,
136 SResMut<MaterialBindGroupAllocators>,
137 SResMut<RenderMaterialBindings>,
138 SRes<RenderAssets<GpuImage>>,
139 SRes<ImageMaterialBindGroupSampler>,
140 );
141
142 fn prepare_asset(
143 source_asset: Self::SourceAsset,
144 asset_id: AssetId<Self::SourceAsset>,
145 (
146 opaque_draw_functions,
147 material_layout,
148 asset_server,
149 bind_group_allocators,
150 render_material_bindings,
151 gpu_images,
152 image_material_sampler,
153 ): &mut SystemParamItem<Self::Param>,
154 ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
155 let material_layout = material_layout.0.clone();
156 let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
157 let bind_group_allocator = bind_group_allocators
158 .get_mut(&TypeId::of::<ImageMaterial>())
159 .unwrap();
160 let Some(image) = gpu_images.get(&source_asset.image) else {
161 return Err(PrepareAssetError::RetryNextUpdate(source_asset));
162 };
163 let unprepared = UnpreparedBindGroup {
164 bindings: BindingResources(vec![
165 (
166 0,
167 OwnedBindingResource::TextureView(
168 TextureViewDimension::D2,
169 image.texture_view.clone(),
170 ),
171 ),
172 (
173 1,
174 OwnedBindingResource::Sampler(
175 SamplerBindingType::NonFiltering,
176 image_material_sampler.0.clone(),
177 ),
178 ),
179 ]),
180 };
181 let binding = match render_material_bindings.entry(asset_id.into()) {
182 Entry::Occupied(mut occupied_entry) => {
183 bind_group_allocator.free(*occupied_entry.get());
184 let new_binding =
185 bind_group_allocator.allocate_unprepared(unprepared, &material_layout);
186 *occupied_entry.get_mut() = new_binding;
187 new_binding
188 }
189 Entry::Vacant(vacant_entry) => *vacant_entry
190 .insert(bind_group_allocator.allocate_unprepared(unprepared, &material_layout)),
191 };
192
193 let mut properties = MaterialProperties {
194 material_layout: Some(material_layout),
195 ..Default::default()
196 };
197 properties.add_draw_function(MaterialDrawFunction, draw_function_id);
198 properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
199
200 Ok(PreparedMaterial {
201 binding,
202 properties: Arc::new(properties),
203 })
204 }
205}
206
207/// set up a simple 3D scene
208fn setup(
209 mut commands: Commands,
210 mut meshes: ResMut<Assets<Mesh>>,
211 mut materials: ResMut<Assets<ImageMaterial>>,
212 asset_server: Res<AssetServer>,
213) {
214 // cube
215 commands.spawn((
216 Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
217 ImageMaterial3d(materials.add(ImageMaterial {
218 image: asset_server.load("branding/icon.png"),
219 })),
220 Transform::from_xyz(0.0, 0.5, 0.0),
221 ));
222 // light
223 commands.spawn((
224 PointLight {
225 shadows_enabled: true,
226 ..default()
227 },
228 Transform::from_xyz(4.0, 8.0, 4.0),
229 ));
230 // camera
231 commands.spawn((
232 Camera3d::default(),
233 Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
234 ));
235}
236
237fn extract_image_materials(
238 mut material_instances: ResMut<RenderMaterialInstances>,
239 changed_meshes_query: Extract<
240 Query<
241 (Entity, &ViewVisibility, &ImageMaterial3d),
242 Or<(Changed<ViewVisibility>, Changed<ImageMaterial3d>)>,
243 >,
244 >,
245) {
246 let last_change_tick = material_instances.current_change_tick;
247
248 for (entity, view_visibility, material) in &changed_meshes_query {
249 if view_visibility.get() {
250 material_instances.instances.insert(
251 entity.into(),
252 RenderMaterialInstance {
253 asset_id: material.0.id().untyped(),
254 last_change_tick,
255 },
256 );
257 } else {
258 material_instances
259 .instances
260 .remove(&MainEntity::from(entity));
261 }
262 }
263}More examples
111fn update_tileset_image(
112 chunk_query: Single<&TilemapChunk>,
113 mut events: MessageReader<AssetEvent<Image>>,
114 mut images: ResMut<Assets<Image>>,
115) {
116 let chunk = *chunk_query;
117 for event in events.read() {
118 if event.is_loaded_with_dependencies(chunk.tileset.id()) {
119 let image = images.get_mut(&chunk.tileset).unwrap();
120 image.reinterpret_stacked_2d_as_array(4);
121 }
122 }
123}169fn print_counts(
170 time: Res<Time>,
171 mut timer: Local<PrintingTimer>,
172 texts: Query<&ViewVisibility, With<Text2d>>,
173 atlases: Res<FontAtlasSets>,
174 font: Res<FontHandle>,
175) {
176 timer.tick(time.delta());
177 if !timer.just_finished() {
178 return;
179 }
180
181 let num_atlases = atlases
182 .get(font.0.id())
183 .map(|set| set.iter().map(|atlas| atlas.1.len()).sum())
184 .unwrap_or(0);
185
186 let visible_texts = texts.iter().filter(|visibility| visibility.get()).count();
187
188 info!(
189 "Texts: {} Visible: {} Atlases: {}",
190 texts.iter().count(),
191 visible_texts,
192 num_atlases
193 );
194}226fn resize_image(
227 image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
228 materials: Res<Assets<StandardMaterial>>,
229 mut meshes: ResMut<Assets<Mesh>>,
230 images: Res<Assets<Image>>,
231 mut image_event_reader: MessageReader<AssetEvent<Image>>,
232) {
233 for event in image_event_reader.read() {
234 let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
235 continue;
236 };
237
238 for (mat_h, mesh_h) in &image_mesh {
239 let Some(mat) = materials.get(mat_h) else {
240 continue;
241 };
242
243 let Some(ref base_color_texture) = mat.base_color_texture else {
244 continue;
245 };
246
247 if *id != base_color_texture.id() {
248 continue;
249 };
250
251 let Some(image_changed) = images.get(*id) else {
252 continue;
253 };
254
255 let size = image_changed.size_f32().normalize_or_zero() * 1.4;
256 // Resize Mesh
257 let quad = Mesh::from(Rectangle::from_size(size));
258 meshes.insert(mesh_h, quad).unwrap();
259 }
260 }
261}48fn create_array_texture(
49 mut commands: Commands,
50 asset_server: Res<AssetServer>,
51 mut loading_texture: ResMut<LoadingTexture>,
52 mut images: ResMut<Assets<Image>>,
53 mut meshes: ResMut<Assets<Mesh>>,
54 mut materials: ResMut<Assets<ArrayTextureMaterial>>,
55) {
56 if loading_texture.is_loaded
57 || !asset_server
58 .load_state(loading_texture.handle.id())
59 .is_loaded()
60 {
61 return;
62 }
63 loading_texture.is_loaded = true;
64 let image = images.get_mut(&loading_texture.handle).unwrap();
65
66 // Create a new array texture asset from the loaded texture.
67 let array_layers = 4;
68 image.reinterpret_stacked_2d_as_array(array_layers);
69
70 // Spawn some cubes using the array texture
71 let mesh_handle = meshes.add(Cuboid::default());
72 let material_handle = materials.add(ArrayTextureMaterial {
73 array_texture: loading_texture.handle.clone(),
74 });
75 for x in -5..=5 {
76 commands.spawn((
77 Mesh3d(mesh_handle.clone()),
78 MeshMaterial3d(material_handle.clone()),
79 Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
80 ));
81 }
82}330pub fn extract_colored_mesh2d(
331 mut commands: Commands,
332 mut previous_len: Local<usize>,
333 // When extracting, you must use `Extract` to mark the `SystemParam`s
334 // which should be taken from the main world.
335 query: Extract<
336 Query<
337 (
338 Entity,
339 RenderEntity,
340 &ViewVisibility,
341 &GlobalTransform,
342 &Mesh2d,
343 ),
344 With<ColoredMesh2d>,
345 >,
346 >,
347 mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
348) {
349 let mut values = Vec::with_capacity(*previous_len);
350 for (entity, render_entity, view_visibility, transform, handle) in &query {
351 if !view_visibility.get() {
352 continue;
353 }
354
355 let transforms = Mesh2dTransforms {
356 world_from_local: (&transform.affine()).into(),
357 flags: MeshFlags::empty().bits(),
358 };
359
360 values.push((render_entity, ColoredMesh2d));
361 render_mesh_instances.insert(
362 entity.into(),
363 RenderMesh2dInstance {
364 mesh_asset_id: handle.0.id(),
365 transforms,
366 material_bind_group_id: Material2dBindGroupId::default(),
367 automatic_batching: false,
368 tag: 0,
369 },
370 );
371 }
372 *previous_len = values.len();
373 commands.try_insert_batch(values);
374}Sourcepub fn path(&self) -> Option<&AssetPath<'static>>
pub fn path(&self) -> Option<&AssetPath<'static>>
Returns the path if this is (1) a strong handle and (2) the asset has a path
Sourcepub fn untyped(self) -> UntypedHandle
pub fn untyped(self) -> UntypedHandle
Converts this Handle to an “untyped” / “generic-less” UntypedHandle, which stores the Asset type information
inside UntypedHandle. This will return UntypedHandle::Strong for Handle::Strong and UntypedHandle::Uuid for
Handle::Uuid.
Trait Implementations§
Source§impl<A> Enum for Handle<A>
impl<A> Enum for Handle<A>
Source§fn field(&self, __name_param: &str) -> Option<&(dyn PartialReflect + 'static)>
fn field(&self, __name_param: &str) -> Option<&(dyn PartialReflect + 'static)>
Source§fn field_at(
&self,
__index_param: usize,
) -> Option<&(dyn PartialReflect + 'static)>
fn field_at( &self, __index_param: usize, ) -> Option<&(dyn PartialReflect + 'static)>
Source§fn field_mut(
&mut self,
__name_param: &str,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_mut( &mut self, __name_param: &str, ) -> Option<&mut (dyn PartialReflect + 'static)>
Source§fn field_at_mut(
&mut self,
__index_param: usize,
) -> Option<&mut (dyn PartialReflect + 'static)>
fn field_at_mut( &mut self, __index_param: usize, ) -> Option<&mut (dyn PartialReflect + 'static)>
Source§fn index_of(&self, __name_param: &str) -> Option<usize>
fn index_of(&self, __name_param: &str) -> Option<usize>
Source§fn name_at(&self, __index_param: usize) -> Option<&str>
fn name_at(&self, __index_param: usize) -> Option<&str>
Source§fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
fn iter_fields(&self) -> VariantFieldIter<'_> ⓘ
Source§fn variant_name(&self) -> &str
fn variant_name(&self) -> &str
Source§fn variant_index(&self) -> usize
fn variant_index(&self) -> usize
Source§fn variant_type(&self) -> VariantType
fn variant_type(&self) -> VariantType
Source§fn to_dynamic_enum(&self) -> DynamicEnum
fn to_dynamic_enum(&self) -> DynamicEnum
DynamicEnum from this enum.Source§fn is_variant(&self, variant_type: VariantType) -> bool
fn is_variant(&self, variant_type: VariantType) -> bool
Source§fn variant_path(&self) -> String
fn variant_path(&self) -> String
Source§impl<A> From<&Handle<A>> for UntypedAssetIdwhere
A: Asset,
impl<A> From<&Handle<A>> for UntypedAssetIdwhere
A: Asset,
Source§fn from(value: &Handle<A>) -> UntypedAssetId
fn from(value: &Handle<A>) -> UntypedAssetId
Source§impl<A> From<&mut Handle<A>> for UntypedAssetIdwhere
A: Asset,
impl<A> From<&mut Handle<A>> for UntypedAssetIdwhere
A: Asset,
Source§fn from(value: &mut Handle<A>) -> UntypedAssetId
fn from(value: &mut Handle<A>) -> UntypedAssetId
Source§impl<A> From<Handle<A>> for UntypedHandlewhere
A: Asset,
impl<A> From<Handle<A>> for UntypedHandlewhere
A: Asset,
Source§fn from(value: Handle<A>) -> UntypedHandle
fn from(value: Handle<A>) -> UntypedHandle
Source§impl From<Handle<AnimationGraph>> for AnimationGraphHandle
impl From<Handle<AnimationGraph>> for AnimationGraphHandle
Source§fn from(value: Handle<AnimationGraph>) -> AnimationGraphHandle
fn from(value: Handle<AnimationGraph>) -> AnimationGraphHandle
Source§impl From<Handle<DynamicScene>> for DynamicSceneRoot
impl From<Handle<DynamicScene>> for DynamicSceneRoot
Source§fn from(value: Handle<DynamicScene>) -> DynamicSceneRoot
fn from(value: Handle<DynamicScene>) -> DynamicSceneRoot
Source§impl<M> From<Handle<M>> for MaterialNode<M>where
M: UiMaterial,
impl<M> From<Handle<M>> for MaterialNode<M>where
M: UiMaterial,
Source§fn from(value: Handle<M>) -> MaterialNode<M>
fn from(value: Handle<M>) -> MaterialNode<M>
Source§impl<M> From<Handle<M>> for MeshMaterial2d<M>where
M: Material2d,
impl<M> From<Handle<M>> for MeshMaterial2d<M>where
M: Material2d,
Source§fn from(value: Handle<M>) -> MeshMaterial2d<M>
fn from(value: Handle<M>) -> MeshMaterial2d<M>
Source§impl<M> From<Handle<M>> for MeshMaterial3d<M>where
M: Material,
impl<M> From<Handle<M>> for MeshMaterial3d<M>where
M: Material,
Source§fn from(value: Handle<M>) -> MeshMaterial3d<M>
fn from(value: Handle<M>) -> MeshMaterial3d<M>
Source§impl From<Handle<MeshletMesh>> for MeshletMesh3d
impl From<Handle<MeshletMesh>> for MeshletMesh3d
Source§fn from(value: Handle<MeshletMesh>) -> MeshletMesh3d
fn from(value: Handle<MeshletMesh>) -> MeshletMesh3d
Source§impl<T> From<Handle<T>> for HandleOrPath<T>where
T: Asset,
impl<T> From<Handle<T>> for HandleOrPath<T>where
T: Asset,
Source§fn from(h: Handle<T>) -> HandleOrPath<T>
fn from(h: Handle<T>) -> HandleOrPath<T>
Source§impl From<Handle<TextureAtlasLayout>> for TextureAtlas
impl From<Handle<TextureAtlasLayout>> for TextureAtlas
Source§fn from(texture_atlas: Handle<TextureAtlasLayout>) -> TextureAtlas
fn from(texture_atlas: Handle<TextureAtlasLayout>) -> TextureAtlas
Source§impl<A> FromReflect for Handle<A>
impl<A> FromReflect for Handle<A>
Source§fn from_reflect(__param0: &(dyn PartialReflect + 'static)) -> Option<Handle<A>>
fn from_reflect(__param0: &(dyn PartialReflect + 'static)) -> Option<Handle<A>>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl<A> FromType<Handle<A>> for ReflectHandlewhere
A: Asset,
impl<A> FromType<Handle<A>> for ReflectHandlewhere
A: Asset,
Source§fn from_type() -> ReflectHandle
fn from_type() -> ReflectHandle
Self for type T.Source§impl<A> GetOwnership for Handle<A>
impl<A> GetOwnership for Handle<A>
Source§impl<A> GetTypeRegistration for Handle<A>
impl<A> GetTypeRegistration for Handle<A>
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl<A> IntoReturn for Handle<A>
impl<A> IntoReturn for Handle<A>
Source§impl<A> Ord for Handle<A>where
A: Asset,
impl<A> Ord for Handle<A>where
A: Asset,
Source§impl<A> PartialOrd<Handle<A>> for UntypedHandlewhere
A: Asset,
impl<A> PartialOrd<Handle<A>> for UntypedHandlewhere
A: Asset,
Source§impl<A> PartialOrd<UntypedHandle> for Handle<A>where
A: Asset,
impl<A> PartialOrd<UntypedHandle> for Handle<A>where
A: Asset,
Source§impl<A> PartialOrd for Handle<A>where
A: Asset,
impl<A> PartialOrd for Handle<A>where
A: Asset,
Source§impl<A> PartialReflect for Handle<A>
impl<A> PartialReflect for Handle<A>
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
__value_param: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, __value_param: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Handle<A>>) -> ReflectOwned
fn reflect_owned(self: Box<Handle<A>>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Handle<A>>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Handle<A>>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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Source§fn into_partial_reflect(self: Box<Handle<A>>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Handle<A>>) -> Box<dyn PartialReflect>
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
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Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
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Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Self using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Source§fn to_dynamic(&self) -> Box<dyn PartialReflect>
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Source§fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
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PartialReflect, combines reflect_clone and
take in a useful fashion, automatically constructing an appropriate
ReflectCloneError if the downcast fails. Read moreSource§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl<A> Reflect for Handle<A>
impl<A> Reflect for Handle<A>
Source§fn into_any(self: Box<Handle<A>>) -> Box<dyn Any>
fn into_any(self: Box<Handle<A>>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Handle<A>>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Handle<A>>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl<A> TryFrom<UntypedHandle> for Handle<A>where
A: Asset,
impl<A> TryFrom<UntypedHandle> for Handle<A>where
A: Asset,
Source§type Error = UntypedAssetConversionError
type Error = UntypedAssetConversionError
Source§fn try_from(
value: UntypedHandle,
) -> Result<Handle<A>, <Handle<A> as TryFrom<UntypedHandle>>::Error>
fn try_from( value: UntypedHandle, ) -> Result<Handle<A>, <Handle<A> as TryFrom<UntypedHandle>>::Error>
Source§impl<A> TypePath for Handle<A>
impl<A> TypePath for Handle<A>
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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Source§impl<A> VisitAssetDependencies for Handle<A>where
A: Asset,
impl<A> VisitAssetDependencies for Handle<A>where
A: Asset,
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl<A> Eq for Handle<A>where
A: Asset,
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impl<A> Freeze for Handle<A>
impl<A> !RefUnwindSafe for Handle<A>
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impl<A> Sync for Handle<A>
impl<A> Unpin for Handle<A>
impl<A> !UnwindSafe for Handle<A>
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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
T ShaderType for self. When used in AsBindGroup
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