pub struct GlbSolid {
pub name: String,
pub mesh: Mesh,
pub color: Option<[u8; 3]>,
pub face_colors: BTreeMap<u32, [u8; 3]>,
}Expand description
One solid to write: its display mesh plus the colours it is shown in.
Fields§
§name: StringThe scene name — becomes the glTF node and mesh name.
mesh: MeshPositions / normals / triangle indices, and the per-TRIANGLE face id the
face_colors keys match. An empty face_ids means “one group”.
color: Option<[u8; 3]>The body colour, 8-bit sRGB. None writes the primitive with no material.
face_colors: BTreeMap<u32, [u8; 3]>Per-face colour overrides, keyed by the face id in mesh.face_ids.
A face listed here wins over color for its own triangles.
Trait Implementations§
Auto Trait Implementations§
impl Forget for GlbSolid
impl Freeze for GlbSolid
impl Move for GlbSolid
impl RefUnwindSafe for GlbSolid
impl Send for GlbSolid
impl Sync for GlbSolid
impl Unpin for GlbSolid
impl UnsafeUnpin for GlbSolid
impl UnwindSafe for GlbSolid
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more