Struct bevy_pbr::RenderMeshInstanceGpu
source · pub struct RenderMeshInstanceGpu {
pub shared: RenderMeshInstanceShared,
pub translation: Vec3,
pub current_uniform_index: NonMaxU32,
}Expand description
CPU data that the render world needs to keep for each entity that contains a mesh when using GPU mesh uniform building.
Fields§
Data shared between both the CPU mesh uniform building and the GPU mesh uniform building paths.
translation: Vec3The translation of the mesh.
This is the only part of the transform that we have to keep on CPU (for distance sorting).
current_uniform_index: NonMaxU32The index of the MeshInputUniform in the buffer.
Methods from Deref<Target = RenderMeshInstanceShared>§
Trait Implementations§
source§impl Deref for RenderMeshInstanceGpu
impl Deref for RenderMeshInstanceGpu
Auto Trait Implementations§
impl !Freeze for RenderMeshInstanceGpu
impl RefUnwindSafe for RenderMeshInstanceGpu
impl Send for RenderMeshInstanceGpu
impl Sync for RenderMeshInstanceGpu
impl Unpin for RenderMeshInstanceGpu
impl UnwindSafe for RenderMeshInstanceGpu
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
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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>
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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