pub struct Mesh {
pub vertexdata: Vec<Vertex>,
pub indexdata: Vec<u32>,
/* private fields */
}
Expand description
Model mesh struct
Fields§
§vertexdata: Vec<Vertex>
§indexdata: Vec<u32>
Implementations§
source§impl Mesh
impl Mesh
sourcepub fn plane() -> Self
pub fn plane() -> Self
Create a textured plane mesh
Examples found in repository?
examples/pbr.rs (line 44)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
sourcepub fn icosahedron() -> Self
pub fn icosahedron() -> Self
Create ico sphere mesh
sourcepub fn load_obj<P>(path: P) -> Vec<Self>where
P: AsRef<Path> + Debug,
pub fn load_obj<P>(path: P) -> Vec<Self>where P: AsRef<Path> + Debug,
Load model from .obj
file
Examples found in repository?
examples/serde.rs (line 38)
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fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 79)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
Trait Implementations§
source§impl<'de> Deserialize<'de> for Mesh
impl<'de> Deserialize<'de> for Mesh
source§fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
source§impl SerializableComponent for Mesh
impl SerializableComponent for Mesh
fn add_into(&self, entity_builder: &mut EntityBuilder)
Auto Trait Implementations§
impl RefUnwindSafe for Mesh
impl Send for Mesh
impl Sync for Mesh
impl Unpin for Mesh
impl UnwindSafe for Mesh
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<T> Serialize for Twhere
T: Serialize + ?Sized,
impl<T> Serialize for Twhere T: Serialize + ?Sized,
fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<Ok, Error>
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.