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§
source§impl<'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>>,
source§impl PartialEq<Vertex3D> for Vertex3D
impl PartialEq<Vertex3D> for Vertex3D
source§impl<'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>>,
source§impl Vertex for Vertex3D
impl Vertex for Vertex3D
source§fn 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§
source§impl<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
.source§fn is_valid_bit_pattern(_bits: &T) -> bool
fn is_valid_bit_pattern(_bits: &T) -> bool
If this function returns true, then it must be valid to reinterpret
bits
as &Self
.§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 more§fn 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.