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, and report the footprint they cost. The table set itself is enumerated once inconcinnity_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.