Enum StandardDynamicAsset

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pub enum StandardDynamicAsset {
    File {
        path: String,
    },
    Folder {
        path: String,
    },
    Files {
        paths: Vec<String>,
    },
    Image {
        path: String,
        sampler: ImageSamplerType,
        wrap: ImageAddressModeType,
        array_texture_layers: Option<u32>,
    },
    StandardMaterial {
        path: String,
    },
    TextureAtlasLayout {
        tile_size_x: u32,
        tile_size_y: u32,
        columns: u32,
        rows: u32,
        padding_x: Option<u32>,
        padding_y: Option<u32>,
        offset_x: Option<u32>,
        offset_y: Option<u32>,
    },
}
Available on crate feature standard_dynamic_assets only.
Expand description

These asset variants can be loaded from configuration files. They will then replace a dynamic asset based on their keys.

Variants§

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File

A dynamic asset directly loaded from a single file

Fields

§path: String

Asset file path

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Folder

A folder to load all including asset files from

Subdirectories are also included. This is not supported for web builds! If you need compatibility with web builds, consider using StandardDynamicAsset::Files instead.

Fields

§path: String

Asset file folder path

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Files

A list of files to be loaded as a vector of handles

Fields

§paths: Vec<String>

Asset file paths

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Image

An image asset

Fields

§path: String

Image file path

§sampler: ImageSamplerType

Sampler

§array_texture_layers: Option<u32>

array texture layers

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StandardMaterial

A dynamic standard material asset directly loaded from an image file

Fields

§path: String

Asset file path

§

TextureAtlasLayout

A dynamic texture atlas asset loaded from a sprite sheet

Fields

§tile_size_x: u32

The image width in pixels

§tile_size_y: u32

The image height in pixels

§columns: u32

Columns on the sprite sheet

§rows: u32

Rows on the sprite sheet

§padding_x: Option<u32>

Padding between columns in pixels

§padding_y: Option<u32>

Padding between rows in pixels

§offset_x: Option<u32>

Number of pixels offset of the first tile

§offset_y: Option<u32>

Number of pixels offset of the first tile

Trait Implementations§

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impl Clone for StandardDynamicAsset

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fn clone(&self) -> StandardDynamicAsset

Returns a copy 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 StandardDynamicAsset

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

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for StandardDynamicAsset

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl DynamicAsset for StandardDynamicAsset

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fn load(&self, asset_server: &AssetServer) -> Vec<UntypedHandle>

Return handles to all required asset paths
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fn build(&self, world: &mut World) -> Result<DynamicAssetType, Error>

Return the handle(s) defining this asset
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impl PartialEq for StandardDynamicAsset

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fn eq(&self, other: &StandardDynamicAsset) -> 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 Serialize for StandardDynamicAsset

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for StandardDynamicAsset

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Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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