Struct ncollide3d::procedural::TriMesh [] [src]

pub struct TriMesh<N: Real> {
    pub coords: Vec<Point<N>>,
    pub normals: Option<Vec<Vector<N>>>,
    pub uvs: Option<Vec<Point2<N>>>,
    pub indices: IndexBuffer,
}

Geometric description of a mesh.

Fields

Coordinates of the mesh vertices.

Coordinates of the mesh normals.

Textures coordinates of the mesh.

Index buffer of the mesh.

Methods

impl<N: Real> TriMesh<N>
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Creates a new TriMesh.

If no indices is provided, trivial, sequential indices are generated.

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Whether or not this triangle mesh has normals.

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Whether or not this triangle mesh has texture coordinates.

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Translates each vertex of this mesh.

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Transforms each vertex and rotates each normal of this mesh.

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The number of triangles on this mesh.

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Returns only the vertex ids from the index buffer.

impl<N: Real> TriMesh<N>
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Recomputes the mesh normals using its vertex coordinates and adjascency informations infered from the index buffer.

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Scales each vertex of this mesh.

impl<N: Real> TriMesh<N>
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Scales each vertex of this mesh.

impl<N: Real> TriMesh<N>
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Force the mesh to use the same index for vertices, normals and uvs.

This might cause the duplication of some vertices, normals and uvs. Use this method to transform the mesh data to a OpenGL-compliant format.

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Unifies the index buffer and ensure duplicate each vertex are duplicated such that no two vertex entry of the index buffer are equal.

impl<N: Real> TriMesh<N>
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Forces the mesh to use a different index for the vertices, normals and uvs.

If recover_topology is true, this will merge exactly identical vertices together.

Trait Implementations

impl<N: Clone + Real> Clone for TriMesh<N>
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Returns a copy of the value. Read more

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Performs copy-assignment from source. Read more

impl<N: Debug + Real> Debug for TriMesh<N>
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Formats the value using the given formatter. Read more

Auto Trait Implementations

impl<N> Send for TriMesh<N>

impl<N> Sync for TriMesh<N>