Struct nannou::draw::primitive::mesh::Vertexless [−][src]
pub struct Vertexless;
Expand description
The mesh type prior to being initialised with vertices or indices.
Implementations
pub fn points_textured<I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
points: I
) -> Mesh where
I: IntoIterator<Item = (P, T)>,
P: Into<Point>,
T: Into<TexCoords>,
pub fn points_textured<I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
points: I
) -> Mesh where
I: IntoIterator<Item = (P, T)>,
P: Into<Point>,
T: Into<TexCoords>,
Describe the mesh with a sequence of textured points.
Each of the vertices must be represented as a tuple containing the point and tex
coordinates in that order, e.g. (point, tex_coords)
. point
may be of any type that
implements Into<Point3>
and tex_coords
may be of any type that implements
Into<Point2>
.
pub fn points_colored<I, P, C>(self, inner_mesh: &mut Mesh, points: I) -> Mesh where
I: IntoIterator<Item = (P, C)>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
pub fn points_colored<I, P, C>(self, inner_mesh: &mut Mesh, points: I) -> Mesh where
I: IntoIterator<Item = (P, C)>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
Describe the mesh with a sequence of colored points.
Each of the points must be represented as a tuple containing the point and the color in
that order, e.g. (point, color)
. point
may be of any type that implements
Into<Point3>
and color
may be of any type that implements IntoLinSrgba
.
Describe the mesh with a sequence of points.
The given iterator may yield any type that can be converted directly into Point3
s.
This method assumes that the entire mesh should be coloured with a single colour. If a
colour is not specified via one of the builder methods, a default colour will be retrieved
from the inner Theme
.
pub fn tris_textured<I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
tris: I
) -> Mesh where
I: IntoIterator<Item = Tri<(P, T)>>,
P: Into<Point>,
T: Into<TexCoords>,
pub fn tris_textured<I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
tris: I
) -> Mesh where
I: IntoIterator<Item = Tri<(P, T)>>,
P: Into<Point>,
T: Into<TexCoords>,
Describe the mesh with a sequence of textured triangles.
Each of the vertices must be represented as a tuple containing the point and tex
coordinates in that order, e.g. (point, tex_coords)
. point
may be of any type that
implements Into<Point3>
and tex_coords
may be of any type that implements
Into<Point2>
.
pub fn tris_colored<I, P, C>(self, inner_mesh: &mut Mesh, tris: I) -> Mesh where
I: IntoIterator<Item = Tri<(P, C)>>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
pub fn tris_colored<I, P, C>(self, inner_mesh: &mut Mesh, tris: I) -> Mesh where
I: IntoIterator<Item = Tri<(P, C)>>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
Describe the mesh with a sequence of colored triangles.
Each of the vertices must be represented as a tuple containing the point and the color in
that order, e.g. (point, color)
. point
may be of any type that implements Into<Point3>
and color
may be of any type that implements IntoLinSrgba
.
Describe the mesh with a sequence of triangles.
Each triangle may be composed of any vertex type that may be converted directly into
Point3
s.
This method assumes that the entire mesh should be coloured with a single colour. If a
colour is not specified via one of the builder methods, a default colour will be retrieved
from the inner Theme
.
pub fn indexed_textured<V, I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
points: V,
indices: I
) -> Mesh where
V: IntoIterator<Item = (P, T)>,
I: IntoIterator<Item = usize>,
P: Into<Point>,
T: Into<TexCoords>,
pub fn indexed_textured<V, I, P, T>(
self,
inner_mesh: &mut Mesh,
texture_view: &dyn ToTextureView,
points: V,
indices: I
) -> Mesh where
V: IntoIterator<Item = (P, T)>,
I: IntoIterator<Item = usize>,
P: Into<Point>,
T: Into<TexCoords>,
Describe the mesh with the given indexed, textured points.
Each trio of indices
describes a single triangle made up of colored points
.
Each of the points
must be represented as a tuple containing the point and the texture
coordinates in that order, e.g. (point, tex_coords)
. point
may be of any type that
implements Into<Point3>
and tex_coords
may be of any type that implements
Into<Point2>
.
pub fn indexed_colored<V, I, P, C>(
self,
inner_mesh: &mut Mesh,
points: V,
indices: I
) -> Mesh where
V: IntoIterator<Item = (P, C)>,
I: IntoIterator<Item = usize>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
pub fn indexed_colored<V, I, P, C>(
self,
inner_mesh: &mut Mesh,
points: V,
indices: I
) -> Mesh where
V: IntoIterator<Item = (P, C)>,
I: IntoIterator<Item = usize>,
P: Into<Point>,
C: IntoLinSrgba<ColorScalar>,
Describe the mesh with the given indexed, colored points.
Each trio of indices
describes a single triangle made up of colored points
.
Each of the points
must be represented as a tuple containing the point and the color in
that order, e.g. (point, color)
. point
may be of any type that implements
Into<Point3>
and color
may be of any type that implements IntoLinSrgba
.
pub fn indexed<V, I>(self, inner_mesh: &mut Mesh, points: V, indices: I) -> Mesh where
V: IntoIterator,
V::Item: Into<Point>,
I: IntoIterator<Item = usize>,
pub fn indexed<V, I>(self, inner_mesh: &mut Mesh, points: V, indices: I) -> Mesh where
V: IntoIterator,
V::Item: Into<Point>,
I: IntoIterator<Item = usize>,
Describe the mesh with the given indexed points.
Each trio of indices
describes a single triangle made up of points
.
Each point may be any type that may be converted directly into the Point3
type.
Trait Implementations
Returns the “default value” for a type. Read more
Performs the conversion.
Auto Trait Implementations
impl RefUnwindSafe for Vertexless
impl Send for Vertexless
impl Sync for Vertexless
impl Unpin for Vertexless
impl UnwindSafe for Vertexless
Blanket Implementations
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
T: Component + Float,
D: AdaptFrom<S, Swp, Dwp, T>,
Swp: WhitePoint,
Dwp: WhitePoint,
Mutably borrows from an owned value. Read more
Convert into T with values clamped to the color defined bounds Read more
Convert into T. The resulting color might be invalid in its color space Read more
Convert into T, returning ok if the color is inside of its defined range,
otherwise an OutOfBounds
error is returned which contains the unclamped color. Read more
pub fn vzip(self) -> V