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SpriteItem

Struct SpriteItem 

Source
#[non_exhaustive]
pub struct SpriteItem {
Show 14 fields pub texture_id: Option<u64>, pub positions: Vec<[f32; 3]>, pub colours: Vec<[f32; 4]>, pub sizes: Vec<f32>, pub rotations: Vec<f32>, pub uv_rects: Vec<[f32; 4]>, pub default_colour: [f32; 4], pub default_size: f32, pub size_mode: SpriteSizeMode, pub model: [[f32; 4]; 4], pub depth_write: bool, pub id: u64, pub appearance: AppearanceSettings, pub selected: bool,
}
Expand description

A batch of instanced billboard sprites rendered as camera-facing textured quads.

Each instance is one billboard at a world-space position. All instances in the batch share one texture (or render as solid-colour quads when texture_id is None). Per-instance colour, size, rotation, and atlas UV rect are specified via parallel Vec fields; empty vecs fall back to the batch defaults.

§Particle effects

Submit a new SpriteItem each frame with updated positions and colours to animate CPU-simulated particle effects. The host application owns simulation state (velocity, lifetime, emission); the renderer only handles drawing.

§Texture atlases

Set uv_rects to select sub-regions of the texture per sprite, enabling flip-book animation or mixed icon sets from a single atlas texture.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§texture_id: Option<u64>

Texture ID from [ViewportGpuResources::upload_texture]. None renders solid-colour quads using colours / default_colour only.

§positions: Vec<[f32; 3]>

World-space positions, one per sprite instance.

§colours: Vec<[f32; 4]>

Per-instance RGBA colour tints. Empty = use default_colour for all. Multiplied with the texture sample (or used directly when texture_id is None).

§sizes: Vec<f32>

Per-instance sizes. Empty = use default_size for all. Interpretation depends on size_mode.

§rotations: Vec<f32>

Per-instance rotation angles in radians, CCW around the camera-forward axis. Empty = no rotation applied.

§uv_rects: Vec<[f32; 4]>

Per-instance UV rects [u0, v0, u1, v1] selecting atlas sub-regions. Empty = full texture [0.0, 0.0, 1.0, 1.0] for all.

§default_colour: [f32; 4]

Fallback RGBA colour tint used when colours is empty. Default: opaque white.

§default_size: f32

Default size when sizes is empty. Pixels (ScreenSpace) or world units (WorldSpace).

§size_mode: SpriteSizeMode

Whether sizes are in screen-space pixels or world-space units.

§model: [[f32; 4]; 4]

World-space model transform applied to all positions. Default: identity.

§depth_write: bool

Whether this batch writes to the depth buffer. Default: false.

Set false for transparent or additive particle effects so sprites do not occlude each other based on submission order. Set true for opaque world-space markers that should participate in depth testing normally.

§id: u64

Picking ID. 0 = not pickable.

§appearance: AppearanceSettings

Per-item appearance overrides (hidden, unlit, opacity, wireframe).

§selected: bool

Whether this sprite set is selected at object level. When true and InteractionFrame::outline_selected is set, the renderer draws a smooth outline ring around the sprite positions. Default: false.

Trait Implementations§

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impl Clone for SpriteItem

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fn clone(&self) -> SpriteItem

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

Performs copy-assignment from source. Read more
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impl Default for SpriteItem

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fn default() -> Self

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

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