pub struct Axes { /* private fields */ }
Expand description
Three arrows indicating the three main axes; the x-axis (red), the y-axis (green) and the z-axis (blue). Used for easily debugging where objects are placed in the 3D world.
Implementations§
Trait Implementations§
source§impl Deref for Axes
impl Deref for Axes
§type Target = Gm<InstancedMesh, ColorMaterial>
type Target = Gm<InstancedMesh, ColorMaterial>
The resulting type after dereferencing.
source§impl Geometry for Axes
impl Geometry for Axes
source§fn draw(
&self,
camera: &Camera,
program: &Program,
render_states: RenderStates,
attributes: FragmentAttributes
)
fn draw( &self, camera: &Camera, program: &Program, render_states: RenderStates, attributes: FragmentAttributes )
Draw this geometry.
source§fn vertex_shader_source(
&self,
required_attributes: FragmentAttributes
) -> String
fn vertex_shader_source( &self, required_attributes: FragmentAttributes ) -> String
Returns the vertex shader source for this geometry given that the fragment shader needs the given vertex attributes.
source§fn id(&self, required_attributes: FragmentAttributes) -> u16
fn id(&self, required_attributes: FragmentAttributes) -> u16
Returns a unique ID for each variation of the shader source returned from
Geometry::vertex_shader_source
. Read moresource§fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light]
)
fn render_with_material( &self, material: &dyn Material, camera: &Camera, 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.source§fn render_with_effect(
&self,
material: &dyn Effect,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture<'_>>,
depth_texture: Option<DepthTexture<'_>>
)
fn render_with_effect( &self, material: &dyn Effect, camera: &Camera, 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.source§fn aabb(&self) -> AxisAlignedBoundingBox
fn aabb(&self) -> AxisAlignedBoundingBox
Returns the AxisAlignedBoundingBox for this geometry in the global coordinate system.
source§impl<'a> IntoIterator for &'a Axes
impl<'a> IntoIterator for &'a Axes
source§impl Object for Axes
impl Object for Axes
source§fn render(&self, camera: &Camera, lights: &[&dyn Light])
fn render(&self, camera: &Camera, lights: &[&dyn Light])
Render the object.
Use an empty array for the
lights
argument, if the objects does not require lights to be rendered.
Must be called in the callback given as input to a RenderTarget, ColorTarget or DepthTarget write method.source§fn material_type(&self) -> MaterialType
fn material_type(&self) -> MaterialType
Returns the type of material applied to this object.
Auto Trait Implementations§
impl !RefUnwindSafe for Axes
impl !Send for Axes
impl !Sync for Axes
impl Unpin for Axes
impl !UnwindSafe for Axes
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more