MeshPreparationSystem

Struct MeshPreparationSystem 

Source
pub struct MeshPreparationSystem { /* private fields */ }
Expand description

Manages the GPU upload and caching of mesh assets.

This system observes the World for entities that have a HandleComponent<Mesh> (a CPU asset) but do not yet have a HandleComponent<GpuMesh> (a GPU asset). For each such entity, it ensures the corresponding mesh data is uploaded to the GPU, caches the resulting GpuMesh asset, and then adds the HandleComponent<GpuMesh> to the entity.

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impl MeshPreparationSystem

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pub fn new(gpu_meshes_cache: Arc<RwLock<Assets<GpuMesh>>>) -> Self

Creates a new MeshPreparationSystem.

§Arguments
  • gpu_meshes_cache: A shared pointer to the Assets storage where GpuMesh assets will be cached.
Source

pub fn run( &self, world: &mut World, cpu_meshes: &Assets<Mesh>, graphics_device: &dyn GraphicsDevice, )

Runs the preparation logic for one frame.

This should be called once per frame, typically during the “Control Plane” phase, before the render extraction process begins. The process is split into two phases to comply with Rust’s borrow checker: a read-only query phase and a subsequent mutation phase.

§Arguments
  • world: A mutable reference to the main ECS World.
  • cpu_meshes: An immutable reference to the storage for loaded CPU Mesh assets.
  • graphics_device: A trait object for the active graphics device, used for buffer creation.

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