pub struct Mesh { /* private fields */ }Expand description
A mesh on the GPU: triangles, split into parts that each have a
Material. Made with Ctx::create_mesh or
loaded with Ctx::load_mesh; a cheap handle.
let tree: Mesh = ctx.load_mesh("tree.glb");
ctx.world.spawn((Transform3D::default(), Model::new(tree)));Implementations§
Source§impl Mesh
impl Mesh
Sourcepub const NONE: Mesh
pub const NONE: Mesh
No mesh: a Model showing it draws nothing and casts no shadow, at
almost no cost. For models that are sometimes hidden, such as
plants beyond their draw distance. Unlike a freed mesh, it never
becomes another mesh, since no mesh is ever made with its id.
Game::new("t", 1, 1).run_headless(0, |ctx| {
let material = ctx.default_material();
let bush = ctx.create_mesh(&MeshData::cube(1.0), material);
ctx.world.spawn((Transform3D::default(), Model::new(Mesh::NONE)));
assert!(!ctx.is_mesh_live(Mesh::NONE));
assert_ne!(bush, Mesh::NONE);
});Trait Implementations§
impl Copy for Mesh
impl Eq for Mesh
impl StructuralPartialEq for Mesh
Auto Trait Implementations§
impl Forget for Mesh
impl Freeze for Mesh
impl RefUnwindSafe for Mesh
impl Send for Mesh
impl Sync for Mesh
impl Unpin for Mesh
impl UnsafeUnpin for Mesh
impl UnwindSafe for Mesh
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