pub struct Sprites { /* private fields */ }
Expand description

A set of sprites, ie. a set of quads that orients itself towards the camera. The sprites will always orient themselves towards the camera, but if a direction is specified, the sprite normals will also always be orthogonal to that direction. For example, if the up direction is specified, the sprites will rotate around the up direction trying to face the camera. Sprites are also known as billboards in the case where no direction is specified.

Implementations

Create a new set of Sprites with the given centers. The centers also determines the number of sprites. The sprites will always orient themselves towards the camera, but if a direction is specified, the sprite normals will always be orthogonal to that direction.

Returns the local to world transformation applied to all sprites.

Set the local to world transformation applied to all sprites.

Set a direction the sprite normals are always orthogonal to.

Set the centers of the sprites. The centers also determines the number of sprites.

Trait Implementations

Render the geometry with the given material. Must be called in a render target render function, for example in the callback function of Screen::write. You can use an empty array for the lights argument, if you know the object does not require lights to be rendered. Read more

Returns the AxisAlignedBoundingBox for this geometry in the global coordinate system. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

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Returns the argument unchanged.

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Calls U::from(self).

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

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Performs the conversion.

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