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Module resource

Module resource 

Source
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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§

AudioClipTable
A handle-indexed table of one resource kind.
ColorLutSources
Dev-only source catalogue for the singleton ColorLut, inserted by the in-memory (cn debug / editor) build so GraphicsSystem::init can seed the hot-reload watcher now that ColorLut is a resource without a drained source field. The raw authored source path of the first declared ColorLut, or None. Absent in the shipped disk runtime, which does not hot-reload.
ColorLutTable
A handle-indexed table of one resource kind.
EnvironmentMapSourceInfo
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).
EnvironmentMapSources
Dev-only source catalogue for the singleton EnvironmentMap. Some only for a file-backed map (a procedural generator has nothing to watch). Mirrors ColorLutSources; absent in the shipped disk runtime.
EnvironmentMapTable
A handle-indexed table of one resource kind.
FontTable
A handle-indexed table of one resource kind.
MaterialNames
Dev-only catalogue of material identities, in MaterialHandle order: the interned asset name of each compiled Material. 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.
MaterialTable
A handle-indexed table of one resource kind.
MeshSource
One file-backed Mesh’s re-import inputs, in MeshHandle order. Mirrors cook’s MeshSourceInfo; an inline-authored mesh has an empty source.
MeshSources
Dev-only catalogue of mesh source files, indexed by MeshHandle, inserted as a world resource by the in-memory (cn debug / editor) build so GraphicsSystem::init can seed the hot-reload watcher now that Mesh is a resource without a drained source field. Absent in the shipped disk runtime.
MeshTable
A handle-indexed table of one resource kind.
ResourceEntry
One loaded resource’s runtime form. A payload resource (audio clip, and later meshes / textures) carries a PayloadLocator into the blob payload section; a data resource (a baked Material) carries its runtime bytes in data_bytes.
SkinnedMeshTable
A handle-indexed table of one resource kind.
TextureSource
One texture’s identity + source file, in TextureHandle order. A procedural texture has an empty source. name_id is the interned asset name (the same interner the runtime shares in-process under cn debug), used by the runtime spawn-by-name path without interning at runtime.
TextureSources
Dev-only catalogue of texture source files, indexed by TextureHandle, inserted as a world resource by the in-memory (cn debug / editor) build. GraphicsSystem::init reads it to seed the hot-reload watcher now that Texture is a resource without a drained source field. Absent in the shipped disk runtime, which does not hot-reload; init simply captures no sources then.
TextureTable
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, and report the footprint they cost. The table set itself is enumerated once in concinnity_core::resource::install_tables, shared with the typed bake builder; what this adds is the load-time accounting. 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.