pub struct Scene3d {
pub camera: Camera,
pub light: Option<Light>,
pub eye: Option<EyePlace>,
}Expand description
A scene’s camera and light, which a scene3d modifier shows its
children’s mesh surfaces through.
A scene inside another scene’s space is a doorway into a space of its
own: the rect its node takes in its frame opens onto that space, which
lies behind it, placed so the doorway stands where the inner scene’s
camera stands (see Camera::doorway). The window’s eye sees through
doorways from the space it stands in, as deep as they show on screen,
and walks through them (see EyePlace).
Fields§
§camera: CameraThe camera the scene is seen through. For a scene behind a doorway,
the one that stands in the doorway; for the window’s scene with an
eye, the eye’s, in the space the eye stands in.
light: Option<Light>The light on the scene’s lit surfaces, or None for none.
eye: Option<EyePlace>For the window’s scene, where its eye stands among the spaces behind
the scene’s doorways and where the renderer leaves what the eye can
bump into; None for a camera in the scene’s own space that walks
through nothing. A scene behind a doorway leaves it out.
Trait Implementations§
impl StructuralPartialEq for Scene3d
Auto Trait Implementations§
impl Freeze for Scene3d
impl RefUnwindSafe for Scene3d
impl Send for Scene3d
impl Sync for Scene3d
impl Unpin for Scene3d
impl UnsafeUnpin for Scene3d
impl UnwindSafe for Scene3d
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more