pub type ModelResource = Resource<Model>;Expand description
Type alias for model resources.
Aliased Type§
pub struct ModelResource { /* private fields */ }Trait Implementations§
Source§impl ModelResourceExtension for ModelResource
impl ModelResourceExtension for ModelResource
Source§fn instantiate_from<Pre>(
model: ModelResource,
model_data: &Model,
handle: Handle<Node>,
dest_graph: &mut Graph,
pre_processing_callback: &mut Pre,
) -> (Handle<Node>, NodeHandleMap<Node>)
fn instantiate_from<Pre>( model: ModelResource, model_data: &Model, handle: Handle<Node>, dest_graph: &mut Graph, pre_processing_callback: &mut Pre, ) -> (Handle<Node>, NodeHandleMap<Node>)
Copy the given model into the given graph.
model: The resource handle of the model, which put into the created nodes as theirBase::resourceto indicate which model the node was instantiated from.model_data: A borrow of the data contained inmodel.handle: The handle of the node withinmodelthat should be instantiated, typically the root of the model.dest_graph: A mutable borrow of the node graph that will contain the newly created copy.pre_processing_callback: A function that takes a node handle and a mutable node. The handle belongs to the original node in the model. The node is a copy of the original node, except that parent handle and child handles have been removed. This is a node that will be inserted intodest_graph.
Source§fn begin_instantiation<'a>(
&'a self,
dest_scene: &'a mut Scene,
) -> InstantiationContext<'a>
fn begin_instantiation<'a>( &'a self, dest_scene: &'a mut Scene, ) -> InstantiationContext<'a>
Begins instantiation of the model.
Source§fn instantiate(&self, dest_scene: &mut Scene) -> Handle<Node>
fn instantiate(&self, dest_scene: &mut Scene) -> Handle<Node>
Tries to instantiate model from given resource.
Source§fn instantiate_at(
&self,
scene: &mut Scene,
position: Vector3<f32>,
orientation: UnitQuaternion<f32>,
) -> Handle<Node>
fn instantiate_at( &self, scene: &mut Scene, position: Vector3<f32>, orientation: UnitQuaternion<f32>, ) -> Handle<Node>
Instantiates a prefab and places it at specified position and orientation in global coordinates.
Source§fn instantiate_and_attach(
&self,
scene: &mut Scene,
parent: Handle<impl ObjectOrVariant<Node>>,
position: Vector3<f32>,
face_towards: Vector3<f32>,
scale: Vector3<f32>,
) -> Handle<Node>
fn instantiate_and_attach( &self, scene: &mut Scene, parent: Handle<impl ObjectOrVariant<Node>>, position: Vector3<f32>, face_towards: Vector3<f32>, scale: Vector3<f32>, ) -> Handle<Node>
Instantiates a prefab and places it at specified position, orientation, scale in global
coordinates and attaches it to the specified parent. This method automatically calculates
required local position, rotation, scaling for the instance so it will remain at the same
place in world space after attachment. This method could be useful if you need to instantiate
an object at some other object.
Source§fn retarget_animations_directly(
&self,
root: Handle<Node>,
graph: &Graph,
) -> Vec<Animation> ⓘ
fn retarget_animations_directly( &self, root: Handle<Node>, graph: &Graph, ) -> Vec<Animation> ⓘ
Tries to retarget animations from given model resource to a node hierarchy starting
from
root on a given scene. Read moreSource§fn retarget_animations_to_player(
&self,
root: Handle<Node>,
dest_animation_player: Handle<Node>,
graph: &mut Graph,
) -> Vec<Handle<Animation>>
fn retarget_animations_to_player( &self, root: Handle<Node>, dest_animation_player: Handle<Node>, graph: &mut Graph, ) -> Vec<Handle<Animation>>
Tries to retarget animations from given model resource to a node hierarchy starting
from
root on a given scene. Unlike Self::retarget_animations_directly, it automatically
adds retargetted animations to the specified animation player in the hierarchy of given root. Read moreSource§fn retarget_animations(
&self,
root: Handle<Node>,
graph: &mut Graph,
) -> Vec<Handle<Animation>>
fn retarget_animations( &self, root: Handle<Node>, graph: &mut Graph, ) -> Vec<Handle<Animation>>
Tries to retarget animations from given model resource to a node hierarchy starting
from
root on a given scene. Unlike Self::retarget_animations_directly, it automatically
adds retargetted animations to a first animation player in the hierarchy of given root. Read moreSource§fn generate_ids(&self) -> FxHashMap<Handle<Node>, SceneNodeId>
fn generate_ids(&self) -> FxHashMap<Handle<Node>, SceneNodeId>
Generates a set of unique IDs for every node in the model. Use this method in pair with
ModelResource::begin_instantiation.