Struct SurfaceDataPatch

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pub struct SurfaceDataPatch {
    pub data_id: u64,
    pub additional_vertices: Vec<u32>,
    pub triangles: Vec<[u32; 3]>,
    pub second_tex_coords: Vec<Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>>,
}
Expand description

A patch for surface data that contains secondary texture coordinates and new topology for data. It is needed for serialization: during the UV generation, generator could multiply vertices to make seams, it adds new data to existing vertices. The problem is that we do not serialize surface data - we store only a “link” to resource from which we’ll load surface data on deserialization. But freshly loaded resource is not suitable for generated lightmap - in most cases it just does not have secondary texture coordinates. So we have to patch data after loading somehow with required data, this is where SurfaceDataPatch comes into play.

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§data_id: u64

A surface data id. Usually it is just a hash of surface data. Can be ignored completely, if you don’t need to save patches.

§additional_vertices: Vec<u32>

List of indices of vertices, that must be cloned and pushed into vertices array one by one at the end.

§triangles: Vec<[u32; 3]>

New topology for surface data. Old topology must be replaced with new, because UV generator splits vertices at UV map seams.

§second_tex_coords: Vec<Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>>

List of second texture coordinates used for light maps. This list includes all the vertices added by the generation step.

Trait Implementations§

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impl Clone for SurfaceDataPatch

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fn clone(&self) -> SurfaceDataPatch

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SurfaceDataPatch

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for SurfaceDataPatch

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fn default() -> SurfaceDataPatch

Returns the “default value” for a type. Read more

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