pub struct ExportContext {
pub nodes: Vec<NodeData>,
pub meshes: Vec<MeshData>,
}Expand description
Accumulates Unity-shaped scene data pushed by C# before the build step writes the glTF files.
Fields§
§nodes: Vec<NodeData>§meshes: Vec<MeshData>Implementations§
Source§impl ExportContext
impl ExportContext
pub fn new() -> Self
pub fn add_node( &mut self, name: Option<String>, parent: Option<u32>, translation: Option<[f32; 3]>, rotation: Option<[f32; 4]>, scale: Option<[f32; 3]>, ) -> u32
pub fn add_mesh(&mut self, name: Option<String>) -> u32
pub fn set_positions(&mut self, mesh_idx: u32, positions: Vec<[f32; 3]>)
pub fn set_normals(&mut self, mesh_idx: u32, normals: Vec<[f32; 3]>)
pub fn set_uvs(&mut self, mesh_idx: u32, channel: u32, uvs: Vec<[f32; 2]>)
pub fn add_submesh(&mut self, mesh_idx: u32, indices: Vec<u32>)
pub fn set_node_mesh(&mut self, node_idx: u32, mesh_idx: u32)
Trait Implementations§
Auto Trait Implementations§
impl Freeze for ExportContext
impl RefUnwindSafe for ExportContext
impl Send for ExportContext
impl Sync for ExportContext
impl Unpin for ExportContext
impl UnsafeUnpin for ExportContext
impl UnwindSafe for ExportContext
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more