pub struct ModelPart<M: Material> { /* private fields */ }
Expand description
Implementations§
source§impl<M: Material> ModelPart<M>
impl<M: Material> ModelPart<M>
sourcepub fn animations(&self) -> Vec<Option<String>>
pub fn animations(&self) -> Vec<Option<String>>
Returns a list of unique names for the animations for this model part. Use these names as input to Self::choose_animation.
sourcepub fn choose_animation(&mut self, animation_name: Option<&str>)
pub fn choose_animation(&mut self, animation_name: Option<&str>)
Specifies the animation to use when Geometry::animate is called. Use the Self::animations method to get a list of possible animations.
Trait Implementations§
source§impl<M: Material> Geometry for ModelPart<M>
impl<M: Material> Geometry for ModelPart<M>
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, M: Material> IntoIterator for &'a ModelPart<M>
impl<'a, M: Material> IntoIterator for &'a ModelPart<M>
source§impl<M: Material> Object for ModelPart<M>
impl<M: Material> Object for ModelPart<M>
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<M> !RefUnwindSafe for ModelPart<M>
impl<M> !Send for ModelPart<M>
impl<M> !Sync for ModelPart<M>
impl<M> Unpin for ModelPart<M>where
M: Unpin,
impl<M> !UnwindSafe for ModelPart<M>
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