#[repr(C)]pub struct AnimatedVertex {
pub position: Vector3<f32>,
pub tex_coord: Vector2<f32>,
pub normal: Vector3<f32>,
pub tangent: Vector4<f32>,
pub bone_weights: [f32; 4],
pub bone_indices: [u8; 4],
}Expand description
A vertex for animated (via skinning) mesh.
Fields§
§position: Vector3<f32>Position of vertex in local coordinates.
tex_coord: Vector2<f32>Texture coordinates.
normal: Vector3<f32>Normal in local coordinates.
tangent: Vector4<f32>Tangent vector in local coordinates.
bone_weights: [f32; 4]Array of bone weights. Unused bones will have 0.0 weight so they won’t impact the shape of mesh.
bone_indices: [u8; 4]Array of bone indices. It has indices of bones in array of bones of a surface.
Trait Implementations§
Source§impl Clone for AnimatedVertex
impl Clone for AnimatedVertex
Source§fn clone(&self) -> AnimatedVertex
fn clone(&self) -> AnimatedVertex
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for AnimatedVertex
impl Debug for AnimatedVertex
Source§impl Default for AnimatedVertex
impl Default for AnimatedVertex
Source§fn default() -> AnimatedVertex
fn default() -> AnimatedVertex
Returns the “default value” for a type. Read more
Source§impl Hash for AnimatedVertex
impl Hash for AnimatedVertex
Source§impl PartialEq for AnimatedVertex
impl PartialEq for AnimatedVertex
Source§impl VertexTrait for AnimatedVertex
impl VertexTrait for AnimatedVertex
Source§fn layout() -> &'static [VertexAttributeDescriptor]
fn layout() -> &'static [VertexAttributeDescriptor]
Returns memory layout of the vertex. It basically tells a GPU how to interpret every byte range
of your vertex type; which kind of information it holds.
impl Copy for AnimatedVertex
Auto Trait Implementations§
impl Freeze for AnimatedVertex
impl RefUnwindSafe for AnimatedVertex
impl Send for AnimatedVertex
impl Sync for AnimatedVertex
impl Unpin for AnimatedVertex
impl UnwindSafe for AnimatedVertex
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