pub struct MeshAsset {
pub name: String,
pub node: BoneId,
pub primitives: Vec<Primitive>,
pub skin_joints: Vec<BoneId>,
pub skin_ibms: Vec<Mat4>,
}Expand description
Mesh data attached to a scene node.
Fields§
§name: StringMesh name.
node: BoneIdThe node this mesh hangs off.
primitives: Vec<Primitive>Triangle-list primitives belonging to this mesh.
skin_joints: Vec<BoneId>Skin joints in cluster order. Empty = unskinned.
skin_ibms: Vec<Mat4>Per-joint inverse bind matrices, parallel to skin_joints
(glTF convention: joint-bind-world⁻¹ × geometry-to-world, all
in the converted scene space). Falls back to the bones’
inverse_bind when empty.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for MeshAsset
impl RefUnwindSafe for MeshAsset
impl Send for MeshAsset
impl Sync for MeshAsset
impl Unpin for MeshAsset
impl UnsafeUnpin for MeshAsset
impl UnwindSafe for MeshAsset
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