Struct rfw_scene::MeshDescriptor [−][src]
pub struct MeshDescriptor { pub vertices: Vec<[f32; 4], Global>, pub normals: Vec<[f32; 3], Global>, pub uvs: Vec<[f32; 2], Global>, pub tangents: Vec<[f32; 4], Global>, pub material_ids: Vec<i32, Global>, pub materials: Option<MaterialList>, pub meshes: Vec<VertexMesh, Global>, pub skeleton: Option<SkeletonDescriptor>, pub bounds: Aabb<i32>, pub name: String, }
Fields
vertices: Vec<[f32; 4], Global>
normals: Vec<[f32; 3], Global>
uvs: Vec<[f32; 2], Global>
tangents: Vec<[f32; 4], Global>
material_ids: Vec<i32, Global>
materials: Option<MaterialList>
Mesh descriptors do not have a material list when they are part of a scene
meshes: Vec<VertexMesh, Global>
skeleton: Option<SkeletonDescriptor>
bounds: Aabb<i32>
name: String
Implementations
pub fn new_indexed(
indices: Vec<[u32; 3], Global>,
original_vertices: Vec<[f32; 4], Global>,
original_normals: Vec<[f32; 3], Global>,
original_uvs: Vec<[f32; 2], Global>,
skeleton: Option<SkeletonDescriptor>,
material_ids: Vec<i32, Global>,
materials: Option<MaterialList>,
name: Option<String>
) -> MeshDescriptor
pub fn new(
vertices: Vec<[f32; 4], Global>,
normals: Vec<[f32; 3], Global>,
uvs: Vec<[f32; 2], Global>,
skeleton: Option<SkeletonDescriptor>,
material_ids: Vec<i32, Global>,
materials: Option<MaterialList>,
name: Option<String>
) -> MeshDescriptor
Number of bytes required to store vertices, normals, uvs and tangents
Trait Implementations
Returns the “default value” for a type. Read more
Performs the conversion.
Auto Trait Implementations
impl RefUnwindSafe for MeshDescriptor
impl Send for MeshDescriptor
impl Sync for MeshDescriptor
impl Unpin for MeshDescriptor
impl UnwindSafe for MeshDescriptor
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Mutably borrows from an owned value. Read more
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