Struct solstice_2d::Vertex3D
source · [−]#[repr(C)]pub struct Vertex3D {
pub position: [f32; 3],
pub uv: [f32; 2],
pub color: [f32; 4],
pub normal: [f32; 3],
}Fields
position: [f32; 3]uv: [f32; 2]color: [f32; 4]normal: [f32; 3]Trait Implementations
sourceimpl<'a, G> Draw<Vertex3D, G> for DrawList<'a>where
G: GeometryKind<'a, Vertex3D> + 'a,
impl<'a, G> Draw<Vertex3D, G> for DrawList<'a>where
G: GeometryKind<'a, Vertex3D> + 'a,
fn draw(&mut self, geometry: G)
fn draw_with_transform<TX>(&mut self, geometry: G, transform: TX)where
TX: Into<ColumnMatrix4<f32>>,
fn draw_with_color<C: Into<Color>>(&mut self, geometry: G, color: C)
fn draw_with_color_and_transform<C, TX>(
&mut self,
geometry: G,
color: C,
transform: TX
)where
C: Into<Color>,
TX: Into<ColumnMatrix4<f32>>,
fn image<T: Texture>(&mut self, geometry: G, texture: T)
fn image_with_color<T, C>(&mut self, geometry: G, texture: T, color: C)where
T: Texture,
C: Into<Color>,
fn image_with_transform<T, TX>(&mut self, geometry: G, texture: T, transform: TX)where
T: Texture,
TX: Into<ColumnMatrix4<f32>>,
fn image_with_color_and_transform<T, C, TX>(
&mut self,
geometry: G,
texture: T,
color: C,
transform: TX
)where
T: Texture,
C: Into<Color>,
TX: Into<ColumnMatrix4<f32>>,
sourceimpl<'a, G> Stroke<Vertex3D, G> for DrawList<'a>where
G: Into<Geometry<'a, Vertex3D>>,
impl<'a, G> Stroke<Vertex3D, G> for DrawList<'a>where
G: Into<Geometry<'a, Vertex3D>>,
fn stroke(&mut self, geometry: G)
fn stroke_with_transform<TX>(&mut self, geometry: G, transform: TX)where
TX: Into<ColumnMatrix4<f32>>,
fn stroke_with_color<C: Into<Color>>(&mut self, geometry: G, color: C)
fn stroke_with_color_and_transform<C, TX>(
&mut self,
geometry: G,
color: C,
transform: TX
)where
C: Into<Color>,
TX: Into<ColumnMatrix4<f32>>,
sourceimpl Vertex for Vertex3D
impl Vertex for Vertex3D
sourcefn build_bindings() -> &'static [VertexFormat]
fn build_bindings() -> &'static [VertexFormat]
Builds the
VertexFormat representing the layout of this element.impl Copy for Vertex3D
impl Pod for Vertex3D
impl StructuralPartialEq for Vertex3D
Auto Trait Implementations
impl RefUnwindSafe for Vertex3D
impl Send for Vertex3D
impl Sync for Vertex3D
impl Unpin for Vertex3D
impl UnwindSafe for Vertex3D
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
type Bits = T
type Bits = T
Self must have the same layout as the specified Bits except for
the possible invalid bit patterns being checked during
is_valid_bit_pattern. Read moresourcefn is_valid_bit_pattern(_bits: &T) -> bool
fn is_valid_bit_pattern(_bits: &T) -> bool
impl<T> Pointable for T
impl<T> Pointable for T
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
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 morefn 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).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.fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.