pub struct TextureLayers {
pub shape: TextureShape,
pub width: u32,
pub height: u32,
pub format: TexFormat,
pub levels: Vec<Vec<Vec<u8>>>,
pub color_space: ColorSpace,
pub role: TexRole,
pub normal: Option<NormalConvention>,
}Expand description
Pixels or encoded blocks of a texture with several images (TextureShape).
Fields§
§shape: TextureShape§width: u32§height: u32§format: TexFormat§levels: Vec<Vec<Vec<u8>>>levels[level][layer], largest level first; each layer exactly format.level_size(w >> level, h >> level)
bytes (axes floor at 1) and each level TextureShape::layers_at layers.
color_space: ColorSpace§role: TexRole§normal: Option<NormalConvention>For TexRole::Normal.
Implementations§
Trait Implementations§
Source§impl Clone for TextureLayers
impl Clone for TextureLayers
Source§impl Component for TextureLayers
impl Component for TextureLayers
Source§fn payload_bytes(&self) -> u64
fn payload_bytes(&self) -> u64
Every layer of every level.
Source§fn verify(&self, _e: Entity, _w: &World) -> Result<(), String>
fn verify(&self, _e: Entity, _w: &World) -> Result<(), String>
A size, a shape with something in it, at least one level and no more than the size has, each level the shape’s number of layers and each layer exactly its format’s size for the level’s dimensions.
const NAME: &'static str = "core.texture_layers"
Source§const GEOMETRY: Geometry = crate::Geometry::None
const GEOMETRY: Geometry = crate::Geometry::None
What the value holds of its entity’s mesh primitives and vertices (
Geometry). Stated by every component,
with no default, so data that describes a mesh can’t be left behind by an edit of it unawares: the World’s edit
paths take it from there.Source§const VERSION: u32 = 1
const VERSION: u32 = 1
Schema version of the component’s content. Bump it when the meaning or layout of a field changes.
Source§fn references(&self, _out: &mut Vec<Entity>)
fn references(&self, _out: &mut Vec<Entity>)
The entities this component refers to (a prototype, materials, textures), appended to
out: the edges
World::closure follows. A component holding entity references must declare every one of them.Source§fn remap_primitives(&self, _from: &[usize]) -> Option<Result<Self, String>>
fn remap_primitives(&self, _from: &[usize]) -> Option<Result<Self, String>>
The component after its entity’s mesh primitives were rebuilt, for a component that holds something per
primitive (
Geometry::PerPrimitive, Geometry::PerVertex): new primitive i comes from old primitive
from[i] (a source may repeat, when a primitive is split, or be absent, when one is dropped). Such a component
always answers (a value holding nothing per primitive answers with itself); None, the default, is for
components of Geometry::None, and World::remap_primitives refuses a dependent component that gives it.
An index the component does not have is an error. remap_list does the work for a list with one entry per
primitive.Source§fn remap_vertices(
&self,
_primitive: usize,
_from: &[u32],
) -> Option<Result<Self, String>>
fn remap_vertices( &self, _primitive: usize, _from: &[u32], ) -> Option<Result<Self, String>>
The component after the vertices of its entity’s mesh primitive
primitive were compacted or reordered, for a
component that holds something per vertex (Geometry::PerVertex): new vertex i of that primitive is old
vertex from[i] (a source may repeat or be absent). Such a component always answers (with itself when it holds
nothing for that primitive); None, the default, is for the others, and World::remap_vertices refuses a
per-vertex component that gives it. An index the component does not have is an error. Every pass that compacts
or reorders a primitive’s vertices calls World::remap_vertices. After a rebuild of the primitive list
(World::rebuild_primitives, Component::remap_primitives) a primitive’s per-vertex data is its source
primitive’s, and the vertex map is relative to that source.Source§fn blend_vertices(
&self,
_primitive: usize,
_from: &[VertexBlend],
) -> Option<Result<Self, String>>
fn blend_vertices( &self, _primitive: usize, _from: &[VertexBlend], ) -> Option<Result<Self, String>>
The component after the vertices of its entity’s mesh primitive
primitive were rebuilt as blends of old ones
(VertexBlend), for a component that holds something per vertex (Geometry::PerVertex): new vertex i
is the combination from[i] of old vertices, in whatever way the component’s data combines (a morph target’s
delta is interpolated, the way the surface it moves is). It answers as Component::remap_vertices does: with
itself when it holds nothing for that primitive; None, the default, is for a component that does not know how
to combine its data, and World::blend_vertices refuses a per-vertex component that gives it. An index the
component does not have is an error. A vertex that is a copy of one old vertex (VertexBlend::copy) is the
case Component::remap_vertices states, and a component answering one answers the other alike.Source§fn apply_linear(&self, _l: &Linear) -> Linearity<Self>
fn apply_linear(&self, _l: &Linear) -> Linearity<Self>
The component after its entity’s local space was mapped by
l (a pass that bakes a placement’s mirror or
shear into a copy of its geometry, so transforms stay rigid). World::apply_linear calls it for every
component of the entity. The default is Linearity::Unsupported: a component that holds local-space
geometry and does not say how it follows is never silently left behind; one without geometry says
Linearity::Invariant.Source§fn restate(&self, _resolved: &Resolved<'_>) -> Restated<Self>
fn restate(&self, _resolved: &Resolved<'_>) -> Restated<Self>
The component after
resolve-state (crate::state::ResolveState) gave the axes in resolved their values: a
component that holds crate::state::Clauses of its own (a record of parts each present in some states) reduces
them as core.condition is reduced (crate::state::Resolved::reduce: a clause that fails is dropped, a clause
left with no literal holds whatever the other axes are). Restated::Absent says the entity is not present in
this state (every clause failed): it is despawned as one whose core.condition fails is. The default holds no
clause: Restated::Unchanged.Source§impl Debug for TextureLayers
impl Debug for TextureLayers
Source§impl PartialEq for TextureLayers
impl PartialEq for TextureLayers
impl StructuralPartialEq for TextureLayers
Auto Trait Implementations§
impl Forget for TextureLayers
impl Freeze for TextureLayers
impl RefUnwindSafe for TextureLayers
impl Send for TextureLayers
impl Sync for TextureLayers
impl Unpin for TextureLayers
impl UnsafeUnpin for TextureLayers
impl UnwindSafe for TextureLayers
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more