Mesh

Struct Mesh 

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pub struct Mesh { /* private fields */ }
Expand description

2D polygon mesh.

All of its creation methods are just shortcuts for doing the same operation via a MeshBuilder.

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impl Mesh

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pub fn new_line<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, 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.

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pub fn new_circle<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, mode: DrawMode, point: P, radius: f32, tolerance: f32, color: Color, ) -> GameResult<Mesh>
where P: Into<Point2<f32>>,

Create a new mesh for a circle.

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pub fn new_ellipse<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, 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.

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pub fn new_polyline<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, mode: DrawMode, points: &[P], color: Color, ) -> GameResult<Mesh>
where P: Into<Point2<f32>> + Clone,

Create a new mesh for series of connected lines.

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pub fn new_polygon<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, mode: DrawMode, points: &[P], color: Color, ) -> GameResult<Mesh>
where P: Into<Point2<f32>> + Clone,

Create a new mesh for closed polygon. The points given must be in clockwise order, otherwise at best the polygon will not draw.

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pub fn new_rectangle( ctx: &mut Context, quad_ctx: &mut GraphicsContext, mode: DrawMode, bounds: Rect, color: Color, ) -> GameResult<Mesh>

Create a new mesh for a rectangle

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pub fn new_rounded_rectangle( ctx: &mut Context, quad_ctx: &mut GraphicsContext, mode: DrawMode, bounds: Rect, radius: f32, color: Color, ) -> GameResult<Mesh>

Create a new mesh for a rounded rectangle

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pub fn from_triangles<P>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, triangles: &[P], color: Color, ) -> GameResult<Mesh>
where P: Into<Point2<f32>> + Clone,

Create a new Mesh from a raw list of triangle points.

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pub fn from_raw<V>( ctx: &mut Context, quad_ctx: &mut GraphicsContext, verts: &[V], indices: &[u16], image: Option<Image>, ) -> GameResult<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 of verts
  • verts is longer than u16::MAX elements.

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impl Debug for Mesh

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Drawable for Mesh

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fn draw( &self, ctx: &mut Context, quad_ctx: &mut GraphicsContext, param: DrawParam, ) -> GameResult

Draws the drawable onto the rendering target. Read more
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fn set_blend_mode(&mut self, mode: Option<BlendMode>)

Sets the blend mode to be used when drawing this drawable. This overrides the general graphics::set_blend_mode(). If None is set, defers to the blend mode set by graphics::set_blend_mode().
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fn blend_mode(&self) -> Option<BlendMode>

Gets the blend mode to be used when drawing this drawable.
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fn dimensions(&self, _ctx: &mut Context) -> Option<Rect>

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impl Drop for Mesh

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

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impl Freeze for Mesh

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impl RefUnwindSafe for Mesh

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impl Send for Mesh

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impl Sync for Mesh

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impl Unpin for Mesh

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impl UnwindSafe for Mesh

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,