pub struct SceneBuilder<'a> {
pub world: &'a mut World,
pub renderer: &'a Renderer,
pub asset_manager: &'a mut AssetManager,
}Fields§
§world: &'a mut World§renderer: &'a Renderer§asset_manager: &'a mut AssetManagerImplementations§
Source§impl<'a> SceneBuilder<'a>
impl<'a> SceneBuilder<'a>
pub fn spawn_cube(&mut self, position: Vec3, size: f32, color: Vec3)
pub fn spawn_sphere(&mut self, position: Vec3, radius: f32, color: Vec3)
pub fn spawn_textured_cube(&mut self, position: Vec3, size: f32) -> Entity
pub fn spawn_textured_sphere(&mut self, position: Vec3, radius: f32) -> Entity
pub fn spawn_textured_cylinder( &mut self, position: Vec3, radius: f32, height: f32, ) -> Entity
pub fn spawn_textured_cone( &mut self, position: Vec3, radius: f32, height: f32, ) -> Entity
pub fn spawn_textured_torus( &mut self, position: Vec3, radius: f32, tube_radius: f32, ) -> Entity
pub fn spawn_textured_capsule( &mut self, position: Vec3, radius: f32, depth: f32, ) -> Entity
pub fn spawn_textured_tetrahedron( &mut self, position: Vec3, size: f32, ) -> Entity
pub fn spawn_textured_conical_frustum( &mut self, position: Vec3, radius_bottom: f32, radius_top: f32, height: f32, ) -> Entity
pub fn spawn_textured_convex_extrusion( &mut self, position: Vec3, points: &[[f32; 2]], depth: f32, ) -> Entity
pub fn spawn_textured_ring_extrusion( &mut self, position: Vec3, inner_points: &[[f32; 2]], outer_points: &[[f32; 2]], depth: f32, ) -> Entity
pub fn spawn_ground(&mut self, radius: f32)
pub fn spawn_point_light(&mut self, position: Vec3)
pub fn spawn_camera( &mut self, state: &mut SimpleSceneState, pos: Vec3, look_at: Vec3, )
Auto Trait Implementations§
impl<'a> Freeze for SceneBuilder<'a>
impl<'a> !RefUnwindSafe for SceneBuilder<'a>
impl<'a> Send for SceneBuilder<'a>
impl<'a> Sync for SceneBuilder<'a>
impl<'a> Unpin for SceneBuilder<'a>
impl<'a> UnsafeUnpin for SceneBuilder<'a>
impl<'a> !UnwindSafe for SceneBuilder<'a>
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