pub enum ComponentAsset {
Show 79 variants
Window(Window),
GraphicsConfig(GraphicsConfig),
Shader(Shader),
Camera3D(Camera3D),
FrameInput(FrameInput),
Prop(Prop),
RigidBody(RigidBody),
PropBody(PropBody),
Room(Room),
DirectionalLight(DirectionalLight),
PointLight(PointLight),
SpotLight(SpotLight),
RectAreaLight(RectAreaLight),
ProceduralMesh(ProceduralMesh),
Model(Model),
Scene(Scene),
TextLabel(TextLabel),
HitRegion(HitRegion),
File(File),
BlockType(BlockType),
VoxelChunk(VoxelChunk),
InstancedProp(InstancedProp),
PostProcessConfig(PostProcessConfig),
Animation(Animation),
SkeletonPose(SkeletonPose),
StreamingConfig(StreamingConfig),
VoxelWorld(VoxelWorld),
AudioEmitter(AudioEmitter),
Sprite(Sprite),
KeyBinding(KeyBinding),
Screen(Screen),
Decal(Decal),
VolumetricFog(VolumetricFog),
PhysicsJoint(PhysicsJoint),
ParticleEmitter(ParticleEmitter),
WaterSurface(WaterSurface),
SdfVolume(SdfVolume),
GlassPanel(GlassPanel),
LayoutContainer(LayoutContainer),
PhysicsConfig(PhysicsConfig),
FpsCounter(FpsCounter),
StatHud(StatHud),
ScrollPanel(ScrollPanel),
ReflectionProbe(ReflectionProbe),
Transform(Transform),
PropInstance(PropInstance),
MeshRenderer(MeshRenderer),
ModelRenderer(ModelRenderer),
Collider(Collider),
BodyDynamics(BodyDynamics),
Interactable(Interactable),
Pickup(Pickup),
Parent(Parent),
Children(Children),
SceneMember(SceneMember),
GlobalTransform(GlobalTransform),
RenderHandle(RenderHandle),
Held(Held),
Lifetime(Lifetime),
Spawner(Spawner),
DebugHud(DebugHud),
AudioCue(AudioCue),
Story(Story),
AppConfig(AppConfig),
AnimationGraph(AnimationGraph),
AnimationParams(AnimationParams),
CharacterRig(CharacterRig),
GroundProbes(GroundProbes),
CameraProbe(CameraProbe),
TextInput(TextInput),
Behavior(Behavior),
Variables(Variables),
TriggerVolume(TriggerVolume),
Hidden(Hidden),
LoadingOverlay(LoadingOverlay),
AudioOcclusionProbe(AudioOcclusionProbe),
CharacterShape(CharacterShape),
EngineDefaults(EngineDefaults),
SkyRotation(SkyRotation),
}Expand description
A loaded component of any registered type.
Variants§
Window(Window)
GraphicsConfig(GraphicsConfig)
Shader(Shader)
Camera3D(Camera3D)
FrameInput(FrameInput)
Prop(Prop)
RigidBody(RigidBody)
PropBody(PropBody)
Room(Room)
DirectionalLight(DirectionalLight)
PointLight(PointLight)
SpotLight(SpotLight)
RectAreaLight(RectAreaLight)
ProceduralMesh(ProceduralMesh)
Model(Model)
Scene(Scene)
TextLabel(TextLabel)
HitRegion(HitRegion)
File(File)
BlockType(BlockType)
VoxelChunk(VoxelChunk)
InstancedProp(InstancedProp)
PostProcessConfig(PostProcessConfig)
Animation(Animation)
SkeletonPose(SkeletonPose)
StreamingConfig(StreamingConfig)
VoxelWorld(VoxelWorld)
AudioEmitter(AudioEmitter)
Sprite(Sprite)
KeyBinding(KeyBinding)
Screen(Screen)
Decal(Decal)
VolumetricFog(VolumetricFog)
PhysicsJoint(PhysicsJoint)
ParticleEmitter(ParticleEmitter)
WaterSurface(WaterSurface)
SdfVolume(SdfVolume)
GlassPanel(GlassPanel)
LayoutContainer(LayoutContainer)
PhysicsConfig(PhysicsConfig)
FpsCounter(FpsCounter)
StatHud(StatHud)
ScrollPanel(ScrollPanel)
ReflectionProbe(ReflectionProbe)
Transform(Transform)
PropInstance(PropInstance)
MeshRenderer(MeshRenderer)
ModelRenderer(ModelRenderer)
Collider(Collider)
BodyDynamics(BodyDynamics)
Interactable(Interactable)
Pickup(Pickup)
Parent(Parent)
Children(Children)
SceneMember(SceneMember)
GlobalTransform(GlobalTransform)
RenderHandle(RenderHandle)
Held(Held)
Lifetime(Lifetime)
Spawner(Spawner)
DebugHud(DebugHud)
AudioCue(AudioCue)
Story(Story)
AppConfig(AppConfig)
AnimationGraph(AnimationGraph)
AnimationParams(AnimationParams)
CharacterRig(CharacterRig)
GroundProbes(GroundProbes)
CameraProbe(CameraProbe)
TextInput(TextInput)
Behavior(Behavior)
Variables(Variables)
TriggerVolume(TriggerVolume)
Hidden(Hidden)
LoadingOverlay(LoadingOverlay)
AudioOcclusionProbe(AudioOcclusionProbe)
CharacterShape(CharacterShape)
EngineDefaults(EngineDefaults)
SkyRotation(SkyRotation)
Implementations§
Source§impl ComponentAsset
impl ComponentAsset
Sourcepub fn from_baked(def: &BlobAssetDef) -> Result<Self, CnResult>
pub fn from_baked(def: &BlobAssetDef) -> Result<Self, CnResult>
Reconstruct a component from a blob def: dispatch on the tag and
deserialize the runtime component via Component::from_baked
(every record is baked – cook already ran the asset -> component
translation).
Sourcepub fn inject_locator(&mut self, locator: PayloadLocator)
pub fn inject_locator(&mut self, locator: PayloadLocator)
Inject a payload locator into the component after construction.
Delegates to Component::inject_locator; a no-op for types
that don’t override that method.
Sourcepub fn inject_name(&mut self, id: AssetId)
pub fn inject_name(&mut self, id: AssetId)
Inject the asset’s declared identity after construction.
Delegates to Component::inject_name; a no-op for types that
never look themselves up by id.
Sourcepub fn validated(self) -> Self
pub fn validated(self) -> Self
Apply the component’s registered validation clamps, the ones a cooked world’s args pass through on their way to the blob. A type declaring no clamp is returned unchanged.
Sourcepub fn tag(&self) -> ComponentTag
pub fn tag(&self) -> ComponentTag
The tag of the component this value holds.