pub struct Vertex {
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: Vec3,
pub tangent: Vec3,
pub bitangent: Vec3,
}Expand description
A general mesh. This should be sufficiently versatile to use for a number of purposes.
Fields§
§position: [f32; 3]Where the vertex is located in space
tex_coords: [f32; 2]AKA UV mapping. https://en.wikipedia.org/wiki/UV_mapping
normal: Vec3The direction the vertex normal is facing in
tangent: Vec3“Tangent and Binormal vectors are vectors that are perpendicular to each other and the normal vector which essentially describe the direction of the u,v texture coordinates with respect to the surface that you are trying to render. Typically they can be used alongside normal maps which allow you to create sub surface lighting detail to your model(bumpiness).” This is used to orient normal maps; corresponds to the +X texture direction.
bitangent: Vec3A bitangent vector is the result of the Cross Product between Vertex Normal and Vertex Tangent which is a unit vector perpendicular to both vectors at a given point. This is used to orient normal maps; corresponds to the +Y texture direction.
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Vertex
impl RefUnwindSafe for Vertex
impl Send for Vertex
impl Sync for Vertex
impl Unpin for Vertex
impl UnwindSafe for Vertex
Blanket Implementations§
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