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Module skinned_mesh

Module skinned_mesh 

Source

Structs§

GPUSkinnedMesh
A skinned mesh uploaded to the GPU. index_buffer/index_count must stay in sync if you ever mutate one after construction — same caveat as GPUMesh.
LoadedSkinnedMesh
The output of SkinnedModelBuilder::build: mesh handles plus a ready AnimationPlayer backed by the loaded skeleton and clips.
SkinnedMesh
Source data for GPUSkinnedMesh: a plain vertex/index list, uploaded as-is. Fields are private — the only way to construct one is SkinnedMeshBuilder: SkinnedMeshBuilder::new(vertices, indices).build(). Usually obtained via gltf_loader::load_gltf rather than hand-authored.
SkinnedMeshBuilder
Builds a SkinnedMesh from a vertex/index list. Start from new, then finish with build/build_asset.
SkinnedMeshPlugin
Registers the SkinnedMesh asset pipeline. Included by WGPUPlugin; add directly only if you’re assembling the wgpu module’s plugins by hand.
SkinnedModelBuilder
Convenience builder that loads a glTF with optional extra animation clips and produces a ready-to-use LoadedSkinnedMesh.
SkinnedVertex
Same 4 fields as Vertex, plus skinning data.