Struct bevy::asset::meta::AssetMeta

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pub struct AssetMeta<L, P>
where L: AssetLoader, P: Process,
{ pub meta_format_version: String, pub processed_info: Option<ProcessedInfo>, pub asset: AssetAction<<L as AssetLoader>::Settings, <P as Process>::Settings>, }
Expand description

Asset metadata that informs how an Asset should be handled by the asset system.

L is the AssetLoader (if one is configured) for the AssetAction. This can be () if it is not required. P is the Process processor, if one is configured for the AssetAction. This can be () if it is not required.

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§meta_format_version: String

The version of the meta format being used. This will change whenever a breaking change is made to the meta format.

§processed_info: Option<ProcessedInfo>

Information produced by the AssetProcessor after processing this asset. This will only exist alongside processed versions of assets. You should not manually set it in your asset source files.

§asset: AssetAction<<L as AssetLoader>::Settings, <P as Process>::Settings>

How to handle this asset in the asset system. See AssetAction.

Implementations§

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impl<L, P> AssetMeta<L, P>
where L: AssetLoader, P: Process,

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pub fn new( asset: AssetAction<<L as AssetLoader>::Settings, <P as Process>::Settings> ) -> AssetMeta<L, P>

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pub fn deserialize( bytes: &[u8] ) -> Result<AssetMeta<L, P>, DeserializeMetaError>

Deserializes the given serialized byte representation of the asset meta.

Trait Implementations§

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impl<L, P> AssetMetaDyn for AssetMeta<L, P>
where L: AssetLoader, P: Process,

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fn loader_settings(&self) -> Option<&(dyn Settings + 'static)>

Returns a reference to the AssetLoader settings, if they exist.
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fn loader_settings_mut(&mut self) -> Option<&mut (dyn Settings + 'static)>

Returns a mutable reference to the AssetLoader settings, if they exist.
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fn serialize(&self) -> Vec<u8>

Serializes the internal AssetMeta.
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fn processed_info(&self) -> &Option<ProcessedInfo>

Returns a reference to the ProcessedInfo if it exists.
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fn processed_info_mut(&mut self) -> &mut Option<ProcessedInfo>

Returns a mutable reference to the ProcessedInfo if it exists.
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impl<'de, L, P> Deserialize<'de> for AssetMeta<L, P>
where L: AssetLoader, P: Process,

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fn deserialize<__D>( __deserializer: __D ) -> Result<AssetMeta<L, P>, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl<L, P> Serialize for AssetMeta<L, P>
where L: AssetLoader, P: Process,

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fn serialize<__S>( &self, __serializer: __S ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl<L, P> RefUnwindSafe for AssetMeta<L, P>

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impl<L, P> Send for AssetMeta<L, P>

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impl<L, P> Sync for AssetMeta<L, P>

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impl<L, P> Unpin for AssetMeta<L, P>
where <L as AssetLoader>::Settings: Unpin, <P as Process>::Settings: Unpin,

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impl<L, P> UnwindSafe for AssetMeta<L, P>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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