Struct three::object::Base
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pub struct Base { /* fields omitted */ }
Base
represents a concrete entity that can be added to the scene.
One cannot construct Base
directly. Wrapper types such as Camera
,
Mesh
, and Group
are provided instead.
Any type that implements Object
may be converted to its concrete
Base
type with the method Object::upcast
. This is useful for
storing generic objects in containers.
Trait Implementations
impl AsRef<Base> for Source
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impl AsRef<Base> for Camera
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impl AsRef<Base> for Ambient
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impl AsRef<Base> for Directional
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impl AsRef<Base> for Hemisphere
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impl AsRef<Base> for Point
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impl AsRef<Base> for Mesh
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impl AsRef<Base> for DynamicMesh
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impl Clone for Base
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fn clone(&self) -> Base
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl PartialEq for Base
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fn eq(&self, other: &Base) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &Rhs) -> bool
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This method tests for !=
.
impl Eq for Base
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impl Hash for Base
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fn hash<H: Hasher>(&self, state: &mut H)
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Feeds this value into the given [Hasher
]. Read more
fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
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H: Hasher,
Feeds a slice of this type into the given [Hasher
]. Read more
impl Debug for Base
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fn fmt(&self, f: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more
impl AsRef<Base> for Base
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impl Object for Base
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fn upcast(&self) -> Base
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Converts into the base type.
fn set_visible(&self, visible: bool)
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Invisible objects are not rendered by cameras.
fn set_transform<P, Q>(&self, pos: P, rot: Q, scale: f32) where
Self: Sized,
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
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Self: Sized,
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
Set both position, orientation and scale.
fn set_position<P>(&self, pos: P) where
Self: Sized,
P: Into<Point3<f32>>,
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Self: Sized,
P: Into<Point3<f32>>,
Set position.
fn set_orientation<Q>(&self, rot: Q) where
Self: Sized,
Q: Into<Quaternion<f32>>,
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Self: Sized,
Q: Into<Quaternion<f32>>,
Set orientation.
fn set_scale(&self, scale: f32)
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Set scale.
fn set_weights(&self, weights: Vec<f32>)
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Set weights.
fn look_at<E, T>(&self, eye: E, target: T, up: Option<Vector3<f32>>) where
Self: Sized,
E: Into<Point3<f32>>,
T: Into<Point3<f32>>,
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Self: Sized,
E: Into<Point3<f32>>,
T: Into<Point3<f32>>,
Rotates object in the specific direction of target
.