Struct amethyst_utils::scene::BasicScenePrefab [−][src]
pub struct BasicScenePrefab<V, M = ObjFormat> where
M: Format<Mesh>,
M::Options: DeserializeOwned + Serialize, { /* fields omitted */ }
Basic Prefab scene node, meant to be used for fast prototyping, and most likely replaced
for more complex scenarios.
Type parameters:
V: Vertex format to use for generated Meshes, must to be one of:
* Vec<PosTex>
* Vec<PosNormTex>
* Vec<PosNormTangTex>
* ComboMeshCreator
M:Formatto use for loadingMeshes from file
Trait Implementations
impl<V, M> Default for BasicScenePrefab<V, M> where
M: Format<Mesh>,
M::Options: DeserializeOwned + Serialize, [src]
impl<V, M> Default for BasicScenePrefab<V, M> where
M: Format<Mesh>,
M::Options: DeserializeOwned + Serialize, impl<'a, V, M> PrefabData<'a> for BasicScenePrefab<V, M> where
M: Format<Mesh> + Clone,
M::Options: DeserializeOwned + Serialize + Clone,
V: From<InternalShape> + Into<MeshData>, [src]
impl<'a, V, M> PrefabData<'a> for BasicScenePrefab<V, M> where
M: Format<Mesh> + Clone,
M::Options: DeserializeOwned + Serialize + Clone,
V: From<InternalShape> + Into<MeshData>, type SystemData = (<GraphicsPrefab<V, M, TextureFormat> as PrefabData<'a>>::SystemData, <Transform as PrefabData<'a>>::SystemData, <LightPrefab as PrefabData<'a>>::SystemData, <CameraPrefab as PrefabData<'a>>::SystemData, <ControlTagPrefab as PrefabData<'a>>::SystemData)
SystemData needed to perform the load
type Result = ()
The result type returned by the load operation
fn load_prefab(
&self,
entity: Entity,
system_data: &mut Self::SystemData,
entities: &[Entity]
) -> Result<(), Error>[src]
fn load_prefab(
&self,
entity: Entity,
system_data: &mut Self::SystemData,
entities: &[Entity]
) -> Result<(), Error>Load the data for this prefab onto the given Entity Read more
fn trigger_sub_loading(
&mut self,
progress: &mut ProgressCounter,
system_data: &mut Self::SystemData
) -> Result<bool, Error>[src]
fn trigger_sub_loading(
&mut self,
progress: &mut ProgressCounter,
system_data: &mut Self::SystemData
) -> Result<bool, Error>Trigger asset loading for any sub assets. Read more