Vertex

Struct Vertex 

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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.

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§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: Vec3

The 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: Vec3

A 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.

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impl Vertex

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pub fn new(position: [f32; 3], normal: Vec3) -> Self

Initialize position; change the others after init.

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pub fn to_bytes(&self) -> [u8; 56]

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impl Clone for Vertex

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fn clone(&self) -> Vertex

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vertex

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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 Copy for Vertex

Auto Trait Implementations§

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impl Freeze for Vertex

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impl RefUnwindSafe for Vertex

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impl Send for Vertex

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impl Sync for Vertex

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impl Unpin for Vertex

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impl UnwindSafe for Vertex

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impl<T> Any for T
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Mutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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