pub struct Mesh { /* private fields */ }
Expand description
Aggregation of vertices, indices, normals and texture coordinates.
It also contains the GPU location of those buffers.
Implementations
sourceimpl Mesh
impl Mesh
sourcepub fn new(
coords: Vec<Point3<f32>>,
faces: Vec<Point3<u16>>,
normals: Option<Vec<Vector3<f32>>>,
uvs: Option<Vec<Point2<f32>>>,
dynamic_draw: bool
) -> Mesh
pub fn new(
coords: Vec<Point3<f32>>,
faces: Vec<Point3<u16>>,
normals: Option<Vec<Vector3<f32>>>,
uvs: Option<Vec<Point2<f32>>>,
dynamic_draw: bool
) -> Mesh
Creates a new mesh.
If the normals and uvs are not given, they are automatically computed.
sourcepub fn from_trimesh(mesh: TriMesh<f32>, dynamic_draw: bool) -> Mesh
pub fn from_trimesh(mesh: TriMesh<f32>, dynamic_draw: bool) -> Mesh
Creates a new mesh from a mesh descr.
In the normals and uvs are not given, they are automatically computed.
sourcepub fn to_trimesh(&self) -> Option<TriMesh<f32>>
pub fn to_trimesh(&self) -> Option<TriMesh<f32>>
Creates a triangle mesh from this mesh.
Return None
if the mesh data is not available on the CPU.
sourcepub fn new_with_gpu_vectors(
coords: Arc<RwLock<GPUVec<Point3<f32>>>>,
faces: Arc<RwLock<GPUVec<Point3<u16>>>>,
normals: Arc<RwLock<GPUVec<Vector3<f32>>>>,
uvs: Arc<RwLock<GPUVec<Point2<f32>>>>
) -> Mesh
pub fn new_with_gpu_vectors(
coords: Arc<RwLock<GPUVec<Point3<f32>>>>,
faces: Arc<RwLock<GPUVec<Point3<u16>>>>,
normals: Arc<RwLock<GPUVec<Vector3<f32>>>>,
uvs: Arc<RwLock<GPUVec<Point2<f32>>>>
) -> Mesh
Creates a new mesh. Arguments set to None
are automatically computed.
sourcepub fn bind_coords(&mut self, coords: &mut ShaderAttribute<Point3<f32>>)
pub fn bind_coords(&mut self, coords: &mut ShaderAttribute<Point3<f32>>)
Binds this mesh vertex coordinates buffer to a vertex attribute.
sourcepub fn bind_normals(&mut self, normals: &mut ShaderAttribute<Vector3<f32>>)
pub fn bind_normals(&mut self, normals: &mut ShaderAttribute<Vector3<f32>>)
Binds this mesh vertex normals buffer to a vertex attribute.
sourcepub fn bind_uvs(&mut self, uvs: &mut ShaderAttribute<Point2<f32>>)
pub fn bind_uvs(&mut self, uvs: &mut ShaderAttribute<Point2<f32>>)
Binds this mesh vertex uvs buffer to a vertex attribute.
sourcepub fn bind_faces(&mut self)
pub fn bind_faces(&mut self)
Binds this mesh index buffer to a vertex attribute.
sourcepub fn bind(
&mut self,
coords: &mut ShaderAttribute<Point3<f32>>,
normals: &mut ShaderAttribute<Vector3<f32>>,
uvs: &mut ShaderAttribute<Point2<f32>>
)
pub fn bind(
&mut self,
coords: &mut ShaderAttribute<Point3<f32>>,
normals: &mut ShaderAttribute<Vector3<f32>>,
uvs: &mut ShaderAttribute<Point2<f32>>
)
Binds this mesh buffers to vertex attributes.
sourcepub fn bind_edges(&mut self)
pub fn bind_edges(&mut self)
Binds this mesh buffers to vertex attributes.
sourcepub fn recompute_normals(&mut self)
pub fn recompute_normals(&mut self)
Recompute this mesh normals.
Auto Trait Implementations
impl RefUnwindSafe for Mesh
impl Send for Mesh
impl Sync for Mesh
impl Unpin for Mesh
impl UnwindSafe for Mesh
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
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fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
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impl<T> Pointable for T
impl<T> Pointable for T
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct self
from the equivalent element of its
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fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if self
is actually part of its subset T
(and can be converted to it).
fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts self
to the equivalent element of its superset.