pub struct SpriteSet {
pub models: Vec<Sprite>,
pub instances: Vec<SpriteInstanceDesc>,
pub carve_model: Option<usize>,
}Expand description
Backend-agnostic sprite description. The facade builds the CPU
per-instance draw list and the GPU instanced registry from the
same data, so both backends show identical sprites. The host owns
content (which models, where, recolouring) — building a recoloured
variant is just a second Sprite model with edited kv6.voxels.
Fields§
§models: Vec<Sprite>Distinct voxel models (KV6 + base orientation). Instances index into this; their position overrides the model’s.
instances: Vec<SpriteInstanceDesc>§carve_model: Option<usize>Model the SceneRenderer::carve_active_sprite hotkey edits
(GPU only, mirroring the demo’s G-carve). None disables it.
Auto Trait Implementations§
impl Freeze for SpriteSet
impl RefUnwindSafe for SpriteSet
impl Send for SpriteSet
impl Sync for SpriteSet
impl Unpin for SpriteSet
impl UnsafeUnpin for SpriteSet
impl UnwindSafe for SpriteSet
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