Struct solstice_2d::Vertex3D [−][src]
#[repr(C)]pub struct Vertex3D { pub position: [f32; 3], pub uv: [f32; 2], pub color: [f32; 4], pub normal: [f32; 3], }
Fields
position: [f32; 3]
uv: [f32; 2]
color: [f32; 4]
normal: [f32; 3]
Trait Implementations
fn draw_with_color_and_transform<C: Into<Color>, TX: Into<Transform3D>>(
&mut self,
geometry: G,
color: C,
transform: TX
)
[src]fn image_with_color<T, C>(&mut self, geometry: G, texture: T, color: C) where
T: Texture,
C: Into<Color>,
[src]fn image_with_transform<T, TX>(
&mut self,
geometry: G,
texture: T,
transform: TX
) where
T: Texture,
TX: Into<Transform3D>,
[src]fn image_with_color_and_transform<T, C, TX>(
&mut self,
geometry: G,
texture: T,
color: C,
transform: TX
) where
T: Texture,
C: Into<Color>,
TX: Into<Transform3D>,
[src]fn stroke_with_color_and_transform<C: Into<Color>, TX: Into<Transform3D>>(
&mut self,
geometry: G,
color: C,
transform: TX
)
[src]Builds the VertexFormat
representing the layout of this element.
Auto Trait Implementations
impl RefUnwindSafe for Vertex3D
impl UnwindSafe for Vertex3D
Blanket Implementations
Mutably borrows from an owned value. Read more
type Output = T
type Output = T
Should always be Self
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
pub fn is_in_subset(&self) -> bool
pub fn is_in_subset(&self) -> bool
Checks if self
is actually part of its subset T
(and can be converted to it).
pub fn to_subset_unchecked(&self) -> SS
pub fn to_subset_unchecked(&self) -> SS
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
pub fn from_subset(element: &SS) -> SP
pub fn from_subset(element: &SS) -> SP
The inclusion map: converts self
to the equivalent element of its superset.
pub fn vzip(self) -> V