Struct rend3_gltf::Object
source · [−]Expand description
Set of [ObjectHandle
]s that correspond to a logical object in the node
tree. When the node corresponds to an animated mesh, the armature
will
contain the necessary data to deform the primitives.
This is to a [ObjectHandle
], as a Mesh
is to a MeshPrimitive
.
Fields
primitives: Vec<ObjectHandle>
armature: Option<Armature>
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Object
impl Send for Object
impl Sync for Object
impl Unpin for Object
impl UnwindSafe for Object
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcepub fn to_owned(&self) -> T
pub fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
sourcepub fn clone_into(&self, target: &mut T)
pub fn clone_into(&self, target: &mut T)
🔬 This is a nightly-only experimental API. (
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more