Trait RenderAssets
pub trait RenderAssets {
// Provided methods
fn model(&self, id: &Identifier) -> Result<ModelRef, ModelError> { ... }
fn render_pipeline(
&self,
id: &Identifier,
) -> Result<RenderPipelineRef, RenderPipelineError> { ... }
fn animation(&self, id: &Identifier) -> Option<AnimationHolder> { ... }
}Expand description
The render_assets service, reached through its host.
Provided Methods§
fn model(&self, id: &Identifier) -> Result<ModelRef, ModelError>
fn model(&self, id: &Identifier) -> Result<ModelRef, ModelError>
Side: client.
Published asset/data read: available in Setup, Reloading and World.
Resolve a registered standalone model once in client_setup and again in
client_resources_reloaded, not each frame. Resource-pack overrides and other
namespaces use the normal shared model store; no resource is read or baked here.
fn render_pipeline(
&self,
id: &Identifier,
) -> Result<RenderPipelineRef, RenderPipelineError>
fn render_pipeline( &self, id: &Identifier, ) -> Result<RenderPipelineRef, RenderPipelineError>
Side: client.
Published asset/data read: available in Setup, Reloading and World.
Resolve a pipeline registered in register_render_pipelines once in client_setup and
again in client_resources_reloaded, not each frame. Unknown for an id no mod
registered, Invalid for one whose shader the current resources don’t give or that
didn’t compile. Nothing is read or compiled here.
fn animation(&self, id: &Identifier) -> Option<AnimationHolder>
fn animation(&self, id: &Identifier) -> Option<AnimationHolder>
Side: client.
Published asset/data read: available in Setup, Reloading and World.
The keyframe animation id, from assets/<namespace>/neoforge/animations/entity/<path>.json
in the mod’s or a pack’s resources (NeoForge’s Model.getAnimation), as the latest resource
load read it; None when no file gives it or the file failed to load. Get and
AnimationHolder::bake it once in client_setup and again in client_resources_reloaded,
not each frame.
Dyn Compatibility§
This trait is dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety".