[−][src]Struct ggez::graphics::Mesh
2D polygon mesh.
All of its creation methods are just shortcuts for doing the same operation
via a MeshBuilder
.
Methods
impl Mesh
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pub fn new_line<P>(
ctx: &mut Context,
points: &[P],
width: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
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ctx: &mut Context,
points: &[P],
width: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
Create a new mesh for a line of one or more connected segments.
pub fn new_circle<P>(
ctx: &mut Context,
mode: DrawMode,
point: P,
radius: f32,
tolerance: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>>,
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ctx: &mut Context,
mode: DrawMode,
point: P,
radius: f32,
tolerance: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>>,
Create a new mesh for a circle.
pub fn new_ellipse<P>(
ctx: &mut Context,
mode: DrawMode,
point: P,
radius1: f32,
radius2: f32,
tolerance: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>>,
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ctx: &mut Context,
mode: DrawMode,
point: P,
radius1: f32,
radius2: f32,
tolerance: f32,
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>>,
Create a new mesh for an ellipse.
pub fn new_polyline<P>(
ctx: &mut Context,
mode: DrawMode,
points: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
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ctx: &mut Context,
mode: DrawMode,
points: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
Create a new mesh for series of connected lines.
pub fn new_polygon<P>(
ctx: &mut Context,
mode: DrawMode,
points: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
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ctx: &mut Context,
mode: DrawMode,
points: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
Create a new mesh for closed polygon.
pub fn new_rectangle(
ctx: &mut Context,
mode: DrawMode,
bounds: Rect,
color: Color
) -> GameResult<Mesh>
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ctx: &mut Context,
mode: DrawMode,
bounds: Rect,
color: Color
) -> GameResult<Mesh>
Create a new mesh for a rectangle
pub fn from_triangles<P>(
ctx: &mut Context,
triangles: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
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ctx: &mut Context,
triangles: &[P],
color: Color
) -> GameResult<Mesh> where
P: Into<Point2<f32>> + Clone,
Create a new Mesh
from a raw list of triangle points.
pub fn from_raw<V>(
ctx: &mut Context,
verts: &[V],
indices: &[u32],
texture: Option<Image>
) -> Mesh where
V: Into<Vertex> + Clone,
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ctx: &mut Context,
verts: &[V],
indices: &[u32],
texture: Option<Image>
) -> Mesh where
V: Into<Vertex> + Clone,
Creates a Mesh
from a raw list of triangles defined from points
and indices, with the given UV texture coordinates. You may also
supply an Image
to use as a texture, if you pass None
, it will
just use a pure white texture.
This is the most primitive mesh-creation method, but allows you full control over the tesselation and texturing. As such it will panic or produce incorrect/invalid output (that may later cause drawing to panic), if:
indices
contains a value out of bounds ofverts
verts
is longer thanu32::MAX
elements.
pub fn set_vertices(
&mut self,
ctx: &mut Context,
verts: &[Vertex],
indices: &[u32]
)
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&mut self,
ctx: &mut Context,
verts: &[Vertex],
indices: &[u32]
)
Replaces the vertices in the Mesh
with the given ones. This MAY be faster
than re-creating a Mesh
with Mesh::from_raw()
due to
reusing memory instead of allocating and deallocating it, both on the CPU and
GPU side. There's too much variation in implementations and drivers to promise
it will actually be faster though. At worst, it will be the same speed.
Trait Implementations
impl Drawable for Mesh
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fn draw(&self, ctx: &mut Context, param: DrawParam) -> GameResult
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fn dimensions(&self, _ctx: &mut Context) -> Option<Rect>
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fn set_blend_mode(&mut self, mode: Option<BlendMode>)
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fn blend_mode(&self) -> Option<BlendMode>
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impl PartialEq<Mesh> for Mesh
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impl Clone for Mesh
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fn clone(&self) -> Mesh
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default fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl Debug for Mesh
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Auto Trait Implementations
Blanket Implementations
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Same for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Erased for T
impl<T> SetParameter for T
default fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
Sets value
as a parameter of self
.