Struct Mesh

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#[repr(C)]
pub struct Mesh {
Show 15 fields pub vertexCount: c_int, pub triangleCount: c_int, pub vertices: *mut c_float, pub texcoords: *mut c_float, pub texcoords2: *mut c_float, pub normals: *mut c_float, pub tangents: *mut c_float, pub colors: *mut c_uchar, pub indices: *mut c_ushort, pub animVertices: *mut c_float, pub animNormals: *mut c_float, pub boneIds: *mut c_uchar, pub boneWeights: *mut c_float, pub vaoId: c_uint, pub vboId: *mut c_uint,
}
Expand description

Mesh, vertex data and vao/vbo

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§vertexCount: c_int

Number of vertices stored in arrays

§triangleCount: c_int

Number of triangles stored (indexed or not)

§vertices: *mut c_float

Vertex position (XYZ - 3 components per vertex) (shader-location = 0)

§texcoords: *mut c_float

Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)

§texcoords2: *mut c_float

Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)

§normals: *mut c_float

Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)

§tangents: *mut c_float

Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)

§colors: *mut c_uchar

Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)

§indices: *mut c_ushort

Vertex indices (in case vertex data comes indexed)

§animVertices: *mut c_float

Animated vertex positions (after bones transformations)

§animNormals: *mut c_float

Animated normals (after bones transformations)

§boneIds: *mut c_uchar

Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)

§boneWeights: *mut c_float

Vertex bone weight, up to 4 bones influence by vertex (skinning)

§vaoId: c_uint

OpenGL Vertex Array Object id

§vboId: *mut c_uint

OpenGL Vertex Buffer Objects id (default vertex data)

Trait Implementations§

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impl Clone for Mesh

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fn clone(&self) -> Mesh

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Mesh

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl Freeze for Mesh

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impl RefUnwindSafe for Mesh

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impl !Send for Mesh

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impl !Sync for Mesh

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impl Unpin for Mesh

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impl UnwindSafe for Mesh

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.