Add links to the types on the documentation of GltfAssetLabel (#17791)

# Objective

Allow quick jump to definition of types of GlTFs labeled assets.

## Solution

Add links to the types refered on the docs of `GltfAssetLabel`

## Testing

Ran `cargo run -p ci`
This commit is contained in:
Lucas Franca 2025-02-10 22:30:41 -03:00 committed by GitHub
parent 575f66504b
commit 5e9da923f9
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@ -492,13 +492,13 @@ pub struct GltfMaterialName(pub String);
/// ```
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum GltfAssetLabel {
/// `Scene{}`: glTF Scene as a Bevy `Scene`
/// `Scene{}`: glTF Scene as a Bevy [`Scene`]
Scene(usize),
/// `Node{}`: glTF Node as a `GltfNode`
/// `Node{}`: glTF Node as a [`GltfNode`]
Node(usize),
/// `Mesh{}`: glTF Mesh as a `GltfMesh`
/// `Mesh{}`: glTF Mesh as a [`GltfMesh`]
Mesh(usize),
/// `Mesh{}/Primitive{}`: glTF Primitive as a Bevy `Mesh`
/// `Mesh{}/Primitive{}`: glTF Primitive as a Bevy [`Mesh`]
Primitive {
/// Index of the mesh for this primitive
mesh: usize,
@ -506,28 +506,29 @@ pub enum GltfAssetLabel {
primitive: usize,
},
/// `Mesh{}/Primitive{}/MorphTargets`: Morph target animation data for a glTF Primitive
/// as a Bevy [`Image`](bevy_image::prelude::Image)
MorphTarget {
/// Index of the mesh for this primitive
mesh: usize,
/// Index of this primitive in its parent mesh
primitive: usize,
},
/// `Texture{}`: glTF Texture as a Bevy `Image`
/// `Texture{}`: glTF Texture as a Bevy [`Image`](bevy_image::prelude::Image)
Texture(usize),
/// `Material{}`: glTF Material as a Bevy `StandardMaterial`
/// `Material{}`: glTF Material as a Bevy [`StandardMaterial`]
Material {
/// Index of this material
index: usize,
/// Used to set the [`Face`](bevy_render::render_resource::Face) of the material, useful if it is used with negative scale
is_scale_inverted: bool,
},
/// `DefaultMaterial`: as above, if the glTF file contains a default material with no index
/// `DefaultMaterial`: glTF's default Material as a Bevy [`StandardMaterial`]
DefaultMaterial,
/// `Animation{}`: glTF Animation as Bevy `AnimationClip`
/// `Animation{}`: glTF Animation as Bevy [`AnimationClip`]
Animation(usize),
/// `Skin{}`: glTF mesh skin as `GltfSkin`
/// `Skin{}`: glTF mesh skin as [`GltfSkin`]
Skin(usize),
/// `Skin{}/InverseBindMatrices`: glTF mesh skin matrices as Bevy `SkinnedMeshInverseBindposes`
/// `Skin{}/InverseBindMatrices`: glTF mesh skin matrices as Bevy [`SkinnedMeshInverseBindposes`]
InverseBindMatrices(usize),
}