Struct l3d::load::MeshDescriptor [−][src]
pub struct MeshDescriptor { pub vertices: Vec<[f32; 4]>, pub normals: Vec<[f32; 3]>, pub uvs: Vec<[f32; 2]>, pub tangents: Vec<[f32; 4]>, pub material_ids: Vec<i32>, pub materials: Option<MaterialList>, pub meshes: Vec<VertexMesh>, pub skeleton: Option<SkeletonDescriptor>, pub bounds: Aabb, pub name: String, }
Fields
vertices: Vec<[f32; 4]>
normals: Vec<[f32; 3]>
uvs: Vec<[f32; 2]>
tangents: Vec<[f32; 4]>
material_ids: Vec<i32>
materials: Option<MaterialList>
Mesh descriptors do not have a material list when they are part of a scene
meshes: Vec<VertexMesh>
skeleton: Option<SkeletonDescriptor>
bounds: Aabb
name: String
Implementations
pub fn new_indexed(
indices: Vec<[u32; 3]>,
original_vertices: Vec<[f32; 4]>,
original_normals: Vec<[f32; 3]>,
original_uvs: Vec<[f32; 2]>,
skeleton: Option<SkeletonDescriptor>,
material_ids: Vec<i32>,
materials: Option<MaterialList>,
name: Option<String>
) -> Self
pub fn new(
vertices: Vec<[f32; 4]>,
normals: Vec<[f32; 3]>,
uvs: Vec<[f32; 2]>,
skeleton: Option<SkeletonDescriptor>,
material_ids: Vec<i32>,
materials: Option<MaterialList>,
name: Option<String>
) -> Self
Number of bytes required to store vertices, normals, uvs and tangents
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for MeshDescriptor
impl Send for MeshDescriptor
impl Sync for MeshDescriptor
impl Unpin for MeshDescriptor
impl UnwindSafe for MeshDescriptor
Blanket Implementations
Mutably borrows from an owned value. Read more