Struct bevy::render::mesh::MeshVertexAttribute
pub struct MeshVertexAttribute {
pub name: &'static str,
pub id: MeshVertexAttributeId,
pub format: VertexFormat,
}
Fields§
§name: &'static str
The friendly name of the vertex attribute
id: MeshVertexAttributeId
The unique id of the vertex attribute. This will also determine sort ordering when generating vertex buffers. Built-in / standard attributes will use “close to zero” indices. When in doubt, use a random / very large usize to avoid conflicts.
format: VertexFormat
The format of the vertex attribute.
Implementations§
§impl MeshVertexAttribute
impl MeshVertexAttribute
pub const fn new(
name: &'static str,
id: usize,
format: VertexFormat
) -> MeshVertexAttribute
pub const fn new( name: &'static str, id: usize, format: VertexFormat ) -> MeshVertexAttribute
Examples found in repository?
More examples
examples/2d/mesh2d_manual.rs (line 90)
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fn star(
mut commands: Commands,
// We will add a new Mesh for the star being created
mut meshes: ResMut<Assets<Mesh>>,
) {
// Let's define the mesh for the object we want to draw: a nice star.
// We will specify here what kind of topology is used to define the mesh,
// that is, how triangles are built from the vertices. We will use a
// triangle list, meaning that each vertex of the triangle has to be
// specified. We set `RenderAssetUsages::RENDER_WORLD`, meaning this mesh
// will not be accessible in future frames from the `meshes` resource, in
// order to save on memory once it has been uploaded to the GPU.
let mut star = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::RENDER_WORLD,
);
// Vertices need to have a position attribute. We will use the following
// vertices (I hope you can spot the star in the schema).
//
// 1
//
// 10 2
// 9 0 3
// 8 4
// 6
// 7 5
//
// These vertices are specified in 3D space.
let mut v_pos = vec![[0.0, 0.0, 0.0]];
for i in 0..10 {
// The angle between each vertex is 1/10 of a full rotation.
let a = i as f32 * PI / 5.0;
// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
let r = (1 - i % 2) as f32 * 100.0 + 100.0;
// Add the vertex position.
v_pos.push([r * a.sin(), r * a.cos(), 0.0]);
}
// Set the position attribute
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
// And a RGB color attribute as well
let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_u32(); 10]);
star.insert_attribute(
MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
v_color,
);
// Now, we specify the indices of the vertex that are going to compose the
// triangles in our star. Vertices in triangles have to be specified in CCW
// winding (that will be the front face, colored). Since we are using
// triangle list, we will specify each triangle as 3 vertices
// First triangle: 0, 2, 1
// Second triangle: 0, 3, 2
// Third triangle: 0, 4, 3
// etc
// Last triangle: 0, 1, 10
let mut indices = vec![0, 1, 10];
for i in 2..=10 {
indices.extend_from_slice(&[0, i, i - 1]);
}
star.insert_indices(Indices::U32(indices));
// We can now spawn the entities for the star and the camera
commands.spawn((
// We use a marker component to identify the custom colored meshes
ColoredMesh2d,
// The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
Mesh2dHandle(meshes.add(star)),
// This bundle's components are needed for something to be rendered
SpatialBundle::INHERITED_IDENTITY,
));
// Spawn the camera
commands.spawn(Camera2dBundle::default());
}
pub const fn at_shader_location(
&self,
shader_location: u32
) -> VertexAttributeDescriptor
pub const fn at_shader_location( &self, shader_location: u32 ) -> VertexAttributeDescriptor
Examples found in repository?
examples/shader/custom_vertex_attribute.rs (line 81)
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fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
More examples
examples/2d/custom_gltf_vertex_attribute.rs (line 77)
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fn specialize(
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: Material2dKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
Trait Implementations§
§impl Clone for MeshVertexAttribute
impl Clone for MeshVertexAttribute
§fn clone(&self) -> MeshVertexAttribute
fn clone(&self) -> MeshVertexAttribute
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for MeshVertexAttribute
impl Debug for MeshVertexAttribute
§impl From<MeshVertexAttribute> for MeshVertexAttributeId
impl From<MeshVertexAttribute> for MeshVertexAttributeId
§fn from(attribute: MeshVertexAttribute) -> MeshVertexAttributeId
fn from(attribute: MeshVertexAttribute) -> MeshVertexAttributeId
Converts to this type from the input type.
Auto Trait Implementations§
impl Freeze for MeshVertexAttribute
impl RefUnwindSafe for MeshVertexAttribute
impl Send for MeshVertexAttribute
impl Sync for MeshVertexAttribute
impl Unpin for MeshVertexAttribute
impl UnwindSafe for MeshVertexAttribute
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§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,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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Convert
Box<dyn Trait>
(where Trait: Downcast
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. Box<dyn Any>
can
then be further downcast
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implements Trait
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impl<T> DowncastSync for T
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impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
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source§impl<T> IntoEither for T
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source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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Converts self
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