Struct Mesh

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

A triangle mesh Geometry.

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impl Mesh

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pub fn new(context: &Context, cpu_mesh: &CpuMesh) -> Self

Creates a new triangle mesh from the given CpuMesh. All data in the CpuMesh is transfered to the GPU, so make sure to remove all unnecessary data from the CpuMesh before calling this method.

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pub fn transformation(&self) -> Mat4

Returns the local to world transformation applied to this mesh.

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pub fn set_transformation(&mut self, transformation: Mat4)

Set the local to world transformation applied to this mesh. If any animation method is set using Self::set_animation, the transformation from that method is applied before this transformation.

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pub fn set_animation( &mut self, animation: impl Fn(f32) -> Mat4 + Send + Sync + 'static, )

Specifies a function which takes a time parameter as input and returns a transformation that should be applied to this mesh at the given time. To actually animate this mesh, call Geometry::animate at each frame which in turn evaluates the animation function defined by this method. This transformation is applied first, then the local to world transformation defined by Self::set_transformation.

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pub fn vertex_count(&self) -> u32

Returns the number of vertices in this mesh.

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pub fn indices_mut(&mut self) -> &mut IndexBuffer

Used for editing the triangle indices. Note: Changing this will possibly ruin the mesh.

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pub fn positions_mut(&mut self) -> &mut VertexBuffer<Vec3>

Used for editing the vertex positions. Note: Changing this will possibly ruin the mesh.

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pub fn normals_mut(&mut self) -> &mut Option<VertexBuffer<Vec3>>

Used for editing the vertex normals. Note: Changing this will possibly ruin the mesh.

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pub fn uvs_mut(&mut self) -> &mut Option<VertexBuffer<Vec2>>

Used for editing the vertex uvs. Note: Changing this will possibly ruin the mesh.

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pub fn tangents_mut(&mut self) -> &mut Option<VertexBuffer<Vec4>>

Used for editing the vertex tangents. Note: Changing this will possibly ruin the mesh.

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pub fn colors_mut(&mut self) -> &mut Option<VertexBuffer<Vec4>>

Used for editing the vertex colors. Note: Changing this will possibly ruin the mesh.

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pub fn update_positions(&mut self, positions: &[Vector3<f32>])

👎Deprecated: use positions_mut instead

Updates the vertex positions of the mesh.

§Panics

Panics if the number of positions does not match the number of vertices in the mesh.

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pub fn update_normals(&mut self, normals: &[Vector3<f32>])

👎Deprecated: use normals_mut instead

Updates the vertex normals of the mesh.

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Panics if the number of normals does not match the number of vertices in the mesh.

Trait Implementations§

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impl Geometry for Mesh

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fn aabb(&self) -> AxisAlignedBoundingBox

Returns the AxisAlignedBoundingBox for this geometry in the global coordinate system.
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fn animate(&mut self, time: f32)

For updating the animation of this geometry if it is animated, if not, this method does nothing. The time parameter should be some continious time, for example the time since start.
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fn draw( &self, viewer: &dyn Viewer, program: &Program, render_states: RenderStates, )

Draw this geometry.
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fn vertex_shader_source(&self) -> String

Returns the vertex shader source for this geometry given that the fragment shader needs the given vertex attributes.
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fn id(&self) -> GeometryId

Returns a unique ID for each variation of the shader source returned from Geometry::vertex_shader_source. Read more
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fn render_with_material( &self, material: &dyn Material, viewer: &dyn Viewer, lights: &[&dyn Light], )

Render the geometry with the given Material. Must be called in the callback given as input to a RenderTarget, ColorTarget or DepthTarget write method. Use an empty array for the lights argument, if the material does not require lights to be rendered.
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fn render_with_effect( &self, material: &dyn Effect, viewer: &dyn Viewer, lights: &[&dyn Light], color_texture: Option<ColorTexture<'_>>, depth_texture: Option<DepthTexture<'_>>, )

Render the geometry with the given Effect. Must be called in the callback given as input to a RenderTarget, ColorTarget or DepthTarget write method. Use an empty array for the lights argument, if the material does not require lights to be rendered.
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impl<'a> IntoIterator for &'a Mesh

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type Item = &'a dyn Geometry

The type of the elements being iterated over.
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type IntoIter = Once<&'a dyn Geometry>

Which kind of iterator are we turning this into?
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fn into_iter(self) -> Self::IntoIter

Creates an iterator from a value. 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> 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, 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.
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impl<T> AutoreleaseSafe for T
where T: ?Sized,