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1#define_import_path bevy_pbr::mesh_types
3struct Mesh {
4 // Affine 4x3 matrices transposed to 3x4
5 // Use bevy_render::maths::affine3_to_square to unpack
6 world_from_local: mat3x4<f32>,
7 previous_world_from_local: mat3x4<f32>,
8 // 3x3 matrix packed in mat2x4 and f32 as:
9 // [0].xyz, [1].x,
10 // [1].yz, [2].xy
11 // [2].z
12 // Use bevy_pbr::mesh_functions::mat2x4_f32_to_mat3x3_unpack to unpack
13 local_from_world_transpose_a: mat2x4<f32>,
14 local_from_world_transpose_b: f32,
15 // 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
16 flags: u32,
17 lightmap_uv_rect: vec2<u32>,
18 // The index of the mesh's first vertex in the vertex buffer.
19 first_vertex_index: u32,
20 pad_a: u32,
21 pad_b: u32,
22 pad_c: u32,
23};
25#ifdef SKINNED
26struct SkinnedMesh {
27 data: array<mat4x4<f32>, 256u>,
28};
29#endif
31#ifdef MORPH_TARGETS
32struct MorphWeights {
33 weights: array<vec4<f32>, 16u>, // 16 = 64 / 4 (64 = MAX_MORPH_WEIGHTS)
34};
35#endif
37// [2^0, 2^16)
38const MESH_FLAGS_VISIBILITY_RANGE_INDEX_BITS: u32 = 65535u;
39// 2^29
40const MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 536870912u;
41// 2^30
42const MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT: u32 = 1073741824u;
43// 2^31 - if the flag is set, the sign is positive, else it is negative
44const MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT: u32 = 2147483648u;
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