[][src]Struct bve::parse::mesh::ParsedStaticObject

pub struct ParsedStaticObject {
    pub meshes: Vec<Mesh>,
    pub textures: TextureSet,
    pub warnings: Vec<MeshWarning>,
    pub errors: Vec<MeshError>,
}

A single static object.

Despite having many meshes, the game treats this as a single game object, and always moves and behaves as a single compound mesh.

Each mesh has it's own legacy properties that are on a per-mesh basis, so the meshes can't be combined.

Fields

meshes: Vec<Mesh>

All meshes in the object.

textures: TextureSet

The set of texture names needed by mesh

warnings: Vec<MeshWarning>

Warnings when creating the mesh. Does not affect mesh.

errors: Vec<MeshError>

Errors when creating the mesh. If there are enough errors, there might not even be any meshes!

Trait Implementations

impl Clone for ParsedStaticObject[src]

impl Debug for ParsedStaticObject[src]

impl Default for ParsedStaticObject[src]

impl PartialEq<ParsedStaticObject> for ParsedStaticObject[src]

impl StructuralPartialEq for ParsedStaticObject[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> AnyEq for T where
    T: PartialEq<T> + Any

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.