nightshade 0.51.0

A cross-platform data-oriented game engine.
Documentation
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//! Cloth mesh bookkeeping; the wind resource is owned by the render layer.

use crate::ecs::cloth::components::Cloth;
use std::collections::HashMap;

/// Per-entity snapshots of [`Cloth`] components, used by
/// [`sync_cloth_meshes_system`](super::systems::sync_cloth_meshes_system)
/// to detect changes and re-register the grid mesh and bounding volume.
#[derive(Default)]
pub struct ClothMeshSync {
    pub snapshots: HashMap<freecs::Entity, Cloth>,
}