Struct bevy_mod_gltf_patched::Gltf
source · pub struct Gltf {
pub scenes: Vec<Handle<Scene>>,
pub named_scenes: HashMap<String, Handle<Scene>>,
pub meshes: Vec<Handle<GltfMesh>>,
pub named_meshes: HashMap<String, Handle<GltfMesh>>,
pub materials: Vec<Handle<StandardMaterial>>,
pub named_materials: HashMap<String, Handle<StandardMaterial>>,
pub nodes: Vec<Handle<GltfNode>>,
pub named_nodes: HashMap<String, Handle<GltfNode>>,
pub default_scene: Option<Handle<Scene>>,
}
Expand description
Representation of a loaded glTF file.
Fields§
§scenes: Vec<Handle<Scene>>
§named_scenes: HashMap<String, Handle<Scene>>
§meshes: Vec<Handle<GltfMesh>>
§named_meshes: HashMap<String, Handle<GltfMesh>>
§materials: Vec<Handle<StandardMaterial>>
§named_materials: HashMap<String, Handle<StandardMaterial>>
§nodes: Vec<Handle<GltfNode>>
§named_nodes: HashMap<String, Handle<GltfNode>>
§default_scene: Option<Handle<Scene>>
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
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
[ShaderType
] for self
. When used in [AsBindGroup
]
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
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fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
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can then be
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Convert
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Convert
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. This is needed since Rust cannot
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’s.