pub struct Gltf {
pub scenes: Vec<Handle<Scene>, Global>,
pub named_scenes: HashMap<String, Handle<Scene>, RandomState, Global>,
pub meshes: Vec<Handle<GltfMesh>, Global>,
pub named_meshes: HashMap<String, Handle<GltfMesh>, RandomState, Global>,
pub materials: Vec<Handle<StandardMaterial>, Global>,
pub named_materials: HashMap<String, Handle<StandardMaterial>, RandomState, Global>,
pub nodes: Vec<Handle<GltfNode>, Global>,
pub named_nodes: HashMap<String, Handle<GltfNode>, RandomState, Global>,
pub default_scene: Option<Handle<Scene>>,
pub animations: Vec<Handle<AnimationClip>, Global>,
pub named_animations: HashMap<String, Handle<AnimationClip>, RandomState, Global>,
}
Expand description
Representation of a loaded glTF file.
Fields§
§scenes: Vec<Handle<Scene>, Global>
§named_scenes: HashMap<String, Handle<Scene>, RandomState, Global>
§meshes: Vec<Handle<GltfMesh>, Global>
§named_meshes: HashMap<String, Handle<GltfMesh>, RandomState, Global>
§materials: Vec<Handle<StandardMaterial>, Global>
§named_materials: HashMap<String, Handle<StandardMaterial>, RandomState, Global>
§nodes: Vec<Handle<GltfNode>, Global>
§named_nodes: HashMap<String, Handle<GltfNode>, RandomState, Global>
§default_scene: Option<Handle<Scene>>
§animations: Vec<Handle<AnimationClip>, Global>
§named_animations: HashMap<String, Handle<AnimationClip>, RandomState, Global>
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for Gltf
impl Send for Gltf
impl Sync for Gltf
impl Unpin for Gltf
impl UnwindSafe for Gltf
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
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§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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