Struct bevy_pbr::MeshUniform

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pub struct MeshUniform {
    pub transform: [Vec4; 3],
    pub previous_transform: [Vec4; 3],
    pub lightmap_uv_rect: UVec2,
    pub inverse_transpose_model_a: [Vec4; 2],
    pub inverse_transpose_model_b: f32,
    pub flags: u32,
}

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§transform: [Vec4; 3]§previous_transform: [Vec4; 3]§lightmap_uv_rect: UVec2§inverse_transpose_model_a: [Vec4; 2]§inverse_transpose_model_b: f32§flags: u32

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impl MeshUniform

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pub fn new( mesh_transforms: &MeshTransforms, maybe_lightmap_uv_rect: Option<Rect> ) -> Self

Trait Implementations§

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impl Clone for MeshUniform

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fn clone(&self) -> MeshUniform

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for MeshUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<6usize>>, for<'__> [Vec4; 3]: CreateFrom, for<'__> UVec2: CreateFrom, for<'__> [Vec4; 2]: CreateFrom, for<'__> f32: CreateFrom, for<'__> u32: CreateFrom,

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fn create_from<B: BufferRef>(reader: &mut Reader<B>) -> Self

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impl ReadFrom for MeshUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<6usize>>, for<'__> [Vec4; 3]: ReadFrom, for<'__> UVec2: ReadFrom, for<'__> [Vec4; 2]: ReadFrom, for<'__> f32: ReadFrom, for<'__> u32: ReadFrom,

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fn read_from<B: BufferRef>(&mut self, reader: &mut Reader<B>)

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impl ShaderSize for MeshUniform

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const SHADER_SIZE: NonZeroU64 = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for MeshUniform

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fn size(&self) -> NonZeroU64

Returns the size of Self at runtime Read more
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fn min_size() -> NonZeroU64

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for MeshUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<6usize>>, for<'__> [Vec4; 3]: WriteInto, for<'__> UVec2: WriteInto, for<'__> [Vec4; 2]: WriteInto, for<'__> f32: WriteInto, for<'__> u32: WriteInto,

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fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

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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