Three.js inspired 3D engine in Rust.
Implements conversion traits on a type wrapping a three-rs type. Useful for when you wrap a three-rs type with your own struct. Allows you to use that struct in place of any three-rs object.
Omni-directional, fixed-intensity and fixed-color light source that affects all objects in the scene equally.
Camera is used to render Scene with specific
Handle for additional viewport to render some relevant debug information.
The light source that illuminates all objects equally from a given direction, like an area light of infinite size and infinite distance from the scene; there is shading, but cannot be any distance falloff.
A dynamic version of a mesh allows changing the geometry on CPU side in order to animate the mesh.
A collection of vertices, their normals, and faces that defines the shape of a polyhedral object.
A shape of geometry that is used for mesh blending.
Groups are used to combine several other objects or groups to work with them as with a single entity.
Fat node of the scene graph.
General information about scene
Position, rotation and scale of the scene
Orthographic projection parameters.
Perspective projection parameters.
Light originates from a single point, and spreads outward in all directions.
Game scene contains game objects and can be rendered by
Two-dimensional bitmap that is integrated into a larger scene.
An image applied (mapped) to the surface of a shape or polygon.
Material is the enhancement of Texture that is used to setup appearance of
Shadow type is used to specify shadow's rendering algorithm.
Color represented by 4-bytes hex number.
The format of the back buffer color requested from the windowing system.
The format of the depth stencil buffer requested from the windowing system.
Pointer to a Node