pub struct Surface {
pub bones: InheritableVariable<Vec<Handle<Node>>>,
/* private fields */
}
Expand description
Surface is a set of triangles with a single material. Such arrangement makes GPU rendering very efficient.
Surfaces can use the same data source across many instances, this is a memory optimization for being able to re-use data when you need to draw the same mesh in many places. It guarantees, that the data will be in single instance on your GPU.
§Examples
use fyrox_resource::untyped::ResourceKind;
fn create_triangle_surface() -> Surface {
let vertex_buffer = VertexBuffer::new(
3,
vec![
StaticVertex {
position: Vector3::new(0.0, 0.0, 0.0),
tex_coord: Vector2::new(0.0, 0.0),
normal: Vector3::new(0.0, 0.0, 1.0),
tangent: Vector4::new(1.0, 0.0, 0.0, 1.0),
},
StaticVertex {
position: Vector3::new(0.0, 1.0, 0.0),
tex_coord: Vector2::new(0.0, 1.0),
normal: Vector3::new(0.0, 0.0, 1.0),
tangent: Vector4::new(1.0, 0.0, 0.0, 1.0),
},
StaticVertex {
position: Vector3::new(1.0, 1.0, 0.0),
tex_coord: Vector2::new(1.0, 1.0),
normal: Vector3::new(0.0, 0.0, 1.0),
tangent: Vector4::new(1.0, 0.0, 0.0, 1.0),
},
],
)
.unwrap();
let triangle_buffer = TriangleBuffer::new(vec![TriangleDefinition([0, 1, 2])]);
let data = SurfaceData::new(vertex_buffer, triangle_buffer);
SurfaceBuilder::new(SurfaceResource::new_ok(ResourceKind::Embedded, data)).build()
}
This code crates a simple triangle in oXY plane with clockwise winding with normal facing towards the screen.
To learn more about vertex and triangle buffers, see VertexBuffer
and TriangleBuffer
docs respectively.
Usually, there’s no need to create surfaces on per-vertex basis, you can use on of the pre-made methods of
SurfaceData
to create complex 3D shapes:
use fyrox_resource::untyped::ResourceKind;
fn create_cone_surface() -> Surface {
SurfaceBuilder::new(SurfaceResource::new_ok(ResourceKind::Embedded, SurfaceData::make_cone(
16,
1.0,
2.0,
&Matrix4::identity(),
)))
.build()
}
This code snippet creates a cone surface instance, check the docs for SurfaceData
for more info about built-in
methods.
Fields§
§bones: InheritableVariable<Vec<Handle<Node>>>
Array of handles to scene nodes which are used as bones.
Implementations§
Source§impl Surface
impl Surface
Sourcepub fn new(data: SurfaceResource) -> Self
pub fn new(data: SurfaceResource) -> Self
Creates new surface instance with given data and without any texture.
Sourcepub fn material_id(&self) -> u64
pub fn material_id(&self) -> u64
Calculates material id.
Sourcepub fn data(&self) -> SurfaceResource
pub fn data(&self) -> SurfaceResource
Returns current data used by surface.
Sourcepub fn data_ref(&self) -> &SurfaceResource
pub fn data_ref(&self) -> &SurfaceResource
Returns current data used by surface.
Sourcepub fn material(&self) -> &MaterialResource
pub fn material(&self) -> &MaterialResource
Returns current material of the surface.
Sourcepub fn set_material(&mut self, material: MaterialResource)
pub fn set_material(&mut self, material: MaterialResource)
Sets new material for the surface.
Sourcepub fn is_unique_material(&self) -> bool
pub fn is_unique_material(&self) -> bool
Returns true if the material will be a unique instance when cloning the surface.
Sourcepub fn set_unique_material(&mut self, unique: bool)
pub fn set_unique_material(&mut self, unique: bool)
Defines whether the material will be a unique instance when cloning the surface.
Trait Implementations§
Source§impl Reflect for Surfacewhere
Self: 'static,
InheritableVariable<SurfaceResource>: Reflect,
InheritableVariable<MaterialResource>: Reflect,
InheritableVariable<Vec<Handle<Node>>>: Reflect,
InheritableVariable<bool>: Reflect,
impl Reflect for Surfacewhere
Self: 'static,
InheritableVariable<SurfaceResource>: Reflect,
InheritableVariable<MaterialResource>: Reflect,
InheritableVariable<Vec<Handle<Node>>>: Reflect,
InheritableVariable<bool>: Reflect,
fn source_path() -> &'static str
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Source§impl Visit for Surface
impl Visit for Surface
Source§fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult
impl StructuralPartialEq for Surface
Auto Trait Implementations§
impl !Freeze for Surface
impl !RefUnwindSafe for Surface
impl Send for Surface
impl !Sync for Surface
impl Unpin for Surface
impl !UnwindSafe for Surface
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