pub struct Geometry<'a> {
pub vertices: &'a [[f32; 3]],
pub faces: &'a [[usize; 3]],
pub colors: &'a [Rgb565],
pub lines: &'a [[usize; 2]],
pub normals: &'a [[f32; 3]],
pub vertex_normals: &'a [[f32; 3]],
pub uvs: &'a [[f32; 2]],
pub texture_id: Option<u32>,
}Fields§
§vertices: &'a [[f32; 3]]§faces: &'a [[usize; 3]]§colors: &'a [Rgb565]§lines: &'a [[usize; 2]]§normals: &'a [[f32; 3]]§vertex_normals: &'a [[f32; 3]]Per-vertex normals for smooth (Gouraud) shading.
If non-empty, must have the same length as vertices.
uvs: &'a [[f32; 2]]UV texture coordinates (one per vertex)
texture_id: Option<u32>Optional texture ID for this geometry
Implementations§
Source§impl Geometry<'_>
impl Geometry<'_>
Sourcepub fn lines_from_faces<const N: usize>(
faces: &[[usize; 3]],
) -> Vec<(usize, usize), N>
pub fn lines_from_faces<const N: usize>( faces: &[[usize; 3]], ) -> Vec<(usize, usize), N>
Converts faces to unique edge pairs for line rendering.
§Type Parameters
N- Maximum capacity for the edges buffer. For a closed mesh, a good estimate isfaces.len() * 3 / 2since each edge is typically shared by 2 faces.
§Returns
A heapless Vec containing unique edge pairs. If capacity is exceeded, returns partial results with an error logged.
Trait Implementations§
impl<'a> Copy for Geometry<'a>
Auto Trait Implementations§
impl<'a> Freeze for Geometry<'a>
impl<'a> RefUnwindSafe for Geometry<'a>
impl<'a> Send for Geometry<'a>
impl<'a> Sync for Geometry<'a>
impl<'a> Unpin for Geometry<'a>
impl<'a> UnsafeUnpin for Geometry<'a>
impl<'a> UnwindSafe for Geometry<'a>
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