Expand description
Runtime resource tables (per-kind, handle-indexed views of the blob’s resource
stream). pub so the editor’s in-memory build path can construct the tables it
inserts into the world, mirroring the shipped-runtime loader.
Structs§
- Audio
Clip Table - A handle-indexed table of one resource kind.
- Color
LutSources - Dev-only source catalogue for the singleton ColorLut, inserted by the in-memory
(
cn debug/ editor) build soGraphicsSystem::initcan seed the hot-reload watcher now that ColorLut is a resource without a drainedsourcefield. The raw authored source path of the first declared ColorLut, orNone. Absent in the shipped disk runtime, which does not hot-reload. - Color
LutTable - A handle-indexed table of one resource kind.
- Environment
MapSource Info - One file-backed EnvironmentMap’s re-bake inputs, captured dev-only so the hot-reload watcher can re-run the IBL convolution with the same dimensions the build used (a size change would invalidate the shader’s prefilter-mip assumptions).
- Environment
MapSources - Dev-only source catalogue for the singleton EnvironmentMap.
Someonly for a file-backed map (a proceduralgeneratorhas nothing to watch). MirrorsColorLutSources; absent in the shipped disk runtime. - Environment
MapTable - A handle-indexed table of one resource kind.
- Font
Table - A handle-indexed table of one resource kind.
- Material
Names - Dev-only catalogue of material identities, in
MaterialHandleorder: the interned asset name of each compiledMaterial. A material record carries its kind and handle, not its name, so this is what lets an editor resolve the material a Prop edit names to the handle the running world loaded it at. Inserted by the in-memory (cn debug/ editor) build, and by the editor’s blob boot from world-lock.json, so a session has it either way it started. Absent in the shipped disk runtime, which addresses every material by handle. - Material
Table - A handle-indexed table of one resource kind.
- Mesh
Source - One file-backed Mesh’s re-import inputs, in
MeshHandleorder. Mirrors cook’sMeshSourceInfo; an inline-authored mesh has an emptysource. - Mesh
Sources - Dev-only catalogue of mesh source files, indexed by
MeshHandle, inserted as a world resource by the in-memory (cn debug/ editor) build soGraphicsSystem::initcan seed the hot-reload watcher now that Mesh is a resource without a drainedsourcefield. Absent in the shipped disk runtime. - Mesh
Table - A handle-indexed table of one resource kind.
- Resource
Entry - One loaded resource’s runtime form. A payload resource (audio clip, and later
meshes / textures) carries a
PayloadLocatorinto the blob payload section; a data resource (a baked Material) carries its runtime bytes indata_bytes. - Skinned
Mesh Table - A handle-indexed table of one resource kind.
- Texture
Source - One texture’s identity + source file, in
TextureHandleorder. A procedural texture has an emptysource.name_idis the interned asset name (the same interner the runtime shares in-process undercn debug), used by the runtime spawn-by-name path without interning at runtime. - Texture
Sources - Dev-only catalogue of texture source files, indexed by
TextureHandle, inserted as a world resource by the in-memory (cn debug/ editor) build.GraphicsSystem::initreads it to seed the hot-reload watcher now that Texture is a resource without a drainedsourcefield. Absent in the shipped disk runtime, which does not hot-reload; init simply captures no sources then. - Texture
Table - A handle-indexed table of one resource kind.
Functions§
- install_
resource_ tables - Install every per-kind resource table from a compiled blob’s resource stream
into
world. This is the single place the table set is enumerated: the shipped runtime (App::load_blob), the editor’s in-memory build, and the examples’compile_worldall call it, so a resource kind that migrates into the stream gets wired into every host by adding one line here. Systems then read their table by handle. Each builder MOVES its kind’s data bytes out of the records, so the caller’s record vec is spent scaffolding afterwards. Dev-only source catalogues (hot-reload) stay with the debug path that captures them, not here.