pub struct LodGroup {
pub group: ObjRef,
pub path: String,
pub enabled: bool,
pub off: Vec<OffFlag>,
pub levels: Vec<Vec<i64>>,
}Expand description
A LODGroup: its levels’ renderers (path ids in the scene’s file, a level’s in stored order, null entries left out), finest first; whether the component is enabled (a disabled LODGroup switches no level off) and its own off flags.
Fields§
§group: ObjRefThe LODGroup object.
path: StringIts GameObject’s path from the scene root, names joined by /.
enabled: boolm_Enabled.
off: Vec<OffFlag>What keeps the group from switching levels.
levels: Vec<Vec<i64>>Per level, the path ids of its renderers.
Trait Implementations§
impl StructuralPartialEq for LodGroup
Auto Trait Implementations§
impl Freeze for LodGroup
impl RefUnwindSafe for LodGroup
impl Send for LodGroup
impl Sync for LodGroup
impl Unpin for LodGroup
impl UnsafeUnpin for LodGroup
impl UnwindSafe for LodGroup
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