Struct bevy_render::mesh::GpuMesh
source · pub struct GpuMesh {
pub vertex_buffer: Buffer,
pub vertex_count: u32,
pub morph_targets: Option<TextureView>,
pub buffer_info: GpuBufferInfo,
pub key_bits: BaseMeshPipelineKey,
pub layout: MeshVertexBufferLayoutRef,
}
Expand description
The GPU-representation of a Mesh
.
Consists of a vertex data buffer and an optional index data buffer.
Fields§
§vertex_buffer: Buffer
Contains all attribute data for each vertex.
vertex_count: u32
§morph_targets: Option<TextureView>
§buffer_info: GpuBufferInfo
§key_bits: BaseMeshPipelineKey
§layout: MeshVertexBufferLayoutRef
Implementations§
source§impl GpuMesh
impl GpuMesh
pub fn primitive_topology(&self) -> PrimitiveTopology
Trait Implementations§
source§impl RenderAsset for GpuMesh
impl RenderAsset for GpuMesh
source§fn prepare_asset(
mesh: Self::SourceAsset,
(render_device, images, mesh_vertex_buffer_layouts): &mut SystemParamItem<'_, '_, Self::Param>
) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
fn prepare_asset( mesh: Self::SourceAsset, (render_device, images, mesh_vertex_buffer_layouts): &mut SystemParamItem<'_, '_, Self::Param> ) -> Result<Self, PrepareAssetError<Self::SourceAsset>>
Converts the extracted mesh a into GpuMesh
.
§type SourceAsset = Mesh
type SourceAsset = Mesh
The representation of the asset in the “main world”.
§type Param = (Res<'static, RenderDevice>, Res<'static, RenderAssets<GpuImage>>, ResMut<'static, MeshVertexBufferLayouts>)
type Param = (Res<'static, RenderDevice>, Res<'static, RenderAssets<GpuImage>>, ResMut<'static, MeshVertexBufferLayouts>)
Specifies all ECS data required by
RenderAsset::prepare_asset
. Read moresource§fn asset_usage(mesh: &Self::SourceAsset) -> RenderAssetUsages
fn asset_usage(mesh: &Self::SourceAsset) -> RenderAssetUsages
Whether or not to unload the asset after extracting it to the render world.
source§fn byte_len(mesh: &Self::SourceAsset) -> Option<usize>
fn byte_len(mesh: &Self::SourceAsset) -> Option<usize>
Size of the data the asset will upload to the gpu. Specifying a return value
will allow the asset to be throttled via
RenderAssetBytesPerFrame
.Auto Trait Implementations§
impl Freeze for GpuMesh
impl RefUnwindSafe for GpuMesh
impl Send for GpuMesh
impl Sync for GpuMesh
impl Unpin for GpuMesh
impl UnwindSafe for GpuMesh
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.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
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.