Struct assimp::Scene
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pub struct Scene<'a>(_);
The Scene
type is the root container for all imported scene data.
Methods
impl<'a> Scene<'a>
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fn is_incomplete(&self) -> bool
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Returns true if the imported scene is not complete.
fn is_validated(&self) -> bool
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Returns true if the imported scene was successfully validated by the
validate_data_structure
post-process step.
fn has_validation_warning(&self) -> bool
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Returns true if any warnings were generated by the validate_data_structure
post-process step. The details of the warnings are written to the output log.
fn is_non_verbose_format(&self) -> bool
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Returns true if the join_identical_vertices
post-process step was run.
fn is_terrain(&self) -> bool
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Returns true if the imported mesh contained height-map terrain data.
fn root_node(&self) -> Node
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Returns the root node of the scene hierarchy
fn num_meshes(&self) -> u32
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Returns the number of meshes in the scene.
fn mesh_iter(&self) -> MeshIter
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Returns an iterator over all the meshes in the scene.
fn mesh(&self, id: usize) -> Option<Mesh>
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Return an individual mesh from the scene.
fn num_materials(&self) -> u32
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Returns the number of materials in the scene.
fn material_iter(&self) -> MaterialIter
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Returns an iterator over all the materials in the scene.
fn num_animations(&self) -> u32
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Returns the number of animations in the scene.
fn animation_iter(&self) -> AnimationIter
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Returns an iterator over all the animations in the scene.
fn animation(&self, id: usize) -> Option<Animation>
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Return an individual animation from the scene.
fn num_textures(&self) -> u32
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Returns the number of animations in the scene.
fn texture_iter(&self) -> TextureIter
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Returns an iterator over all the textures in the scene.
fn num_lights(&self) -> u32
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Returns the number of lights in the scene.
fn light_iter(&self) -> LightIter
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Returns an iterator over all the lights in the scene.
fn num_cameras(&self) -> u32
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Returns the number of cameras in the scene.
fn camera_iter(&self) -> CameraIter
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Returns an iterator over all the cameras in the scene.
Methods from Deref<Target = AiScene>
fn has_meshes(&self) -> bool
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fn has_materials(&self) -> bool
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fn has_lights(&self) -> bool
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fn has_textures(&self) -> bool
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fn has_cameras(&self) -> bool
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fn has_animations(&self) -> bool
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Trait Implementations
impl<'a> Deref for Scene<'a>
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type Target = AiScene
The resulting type after dereferencing.
fn deref<'b>(&'b self) -> &'b AiScene
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Dereferences the value.