pub struct Scene {
pub instances: Vec<RenderInstance>,
/* private fields */
}Fields§
§instances: Vec<RenderInstance>Implementations§
Source§impl Scene
impl Scene
pub fn new() -> Self
pub fn add_mesh<M: MeshLike>(&mut self, mesh: &mut M)
pub fn remove_renderable( &mut self, identifier: MraphicsID, ) -> Option<RenderInstance>
pub fn acquire_instance( &self, identifier: MraphicsID, ) -> Option<&RenderInstance>
pub fn acquire_instance_unchecked( &self, identifier: MraphicsID, ) -> &RenderInstance
pub fn acquire_instance_mut( &mut self, identifier: MraphicsID, ) -> Option<&mut RenderInstance>
pub fn acquire_instance_mut_unchecked( &mut self, identifier: MraphicsID, ) -> &mut RenderInstance
Auto Trait Implementations§
impl Freeze for Scene
impl !RefUnwindSafe for Scene
impl Send for Scene
impl Sync for Scene
impl Unpin for Scene
impl UnsafeUnpin for Scene
impl !UnwindSafe for Scene
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
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§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
superset. Read moreSource§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).Source§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.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.