pub struct Model { /* private fields */ }
Expand description
See module docs.
Implementations§
Source§impl Model
impl Model
Sourcepub fn new(mapping: NodeMapping, scene: Scene) -> Self
pub fn new(mapping: NodeMapping, scene: Scene) -> Self
Creates a new Model instance using the given node mapping and the given scene. It could be used to create your own Model resources.
Trait Implementations§
Source§impl AnimationSource for Model
impl AnimationSource for Model
Source§type SceneGraph = Graph
type SceneGraph = Graph
Scene graph type.
Source§fn inner_graph(&self) -> &Self::SceneGraph
fn inner_graph(&self) -> &Self::SceneGraph
Returns a reference to an inner graph.
Source§fn retarget_animations_directly(
&self,
root: Handle<Self::Node>,
graph: &Self::SceneGraph,
self_kind: ResourceKind,
) -> Vec<Animation<Handle<Self::Node>>>
fn retarget_animations_directly( &self, root: Handle<Self::Node>, graph: &Self::SceneGraph, self_kind: ResourceKind, ) -> Vec<Animation<Handle<Self::Node>>>
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<Self::Node>,
dest_animation_player: Handle<Self::Node>,
graph: &mut Self::SceneGraph,
self_kind: ResourceKind,
) -> Vec<Handle<Animation<Handle<Self::Node>>>>
fn retarget_animations_to_player( &self, root: Handle<Self::Node>, dest_animation_player: Handle<Self::Node>, graph: &mut Self::SceneGraph, self_kind: ResourceKind, ) -> Vec<Handle<Animation<Handle<Self::Node>>>>
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<Self::Node>,
graph: &mut Self::SceneGraph,
self_kind: ResourceKind,
) -> Vec<Handle<Animation<Handle<Self::Node>>>>
fn retarget_animations( &self, root: Handle<Self::Node>, graph: &mut Self::SceneGraph, self_kind: ResourceKind, ) -> Vec<Handle<Animation<Handle<Self::Node>>>>
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§impl PrefabData for Model
impl PrefabData for Model
Source§impl Reflect for Model
impl Reflect for Model
fn source_path() -> &'static str
fn type_name(&self) -> &'static str
fn doc(&self) -> &'static str
Source§fn assembly_name(&self) -> &'static str
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Source§impl ResourceData for Model
impl ResourceData for Model
Source§fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>>
fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>>
Saves the resource data a file at the specified path. This method is free to
decide how the resource data is saved. This is needed, because there are multiple formats
that defines various kinds of resources. For example, a rectangular texture could be saved
into a bunch of formats, such as png, bmp, tga, jpg etc., but in the engine it is single
Texture resource. In any case, produced file should be compatible with a respective resource
loader.
Source§fn can_be_saved(&self) -> bool
fn can_be_saved(&self) -> bool
Returns
true
if the resource data can be saved to a file, false
- otherwise. Not every
resource type supports saving, for example there might be temporary resource type that is
used only at runtime which does not need saving at all.Auto Trait Implementations§
impl !Freeze for Model
impl !RefUnwindSafe for Model
impl Send for Model
impl !Sync for Model
impl Unpin for Model
impl !UnwindSafe for Model
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