pub struct M2Model {
pub header: M2Header,
pub name: Option<String>,
pub global_sequences: Vec<u32>,
pub animations: Vec<M2Animation>,
pub animation_lookup: Vec<u16>,
pub bones: Vec<M2Bone>,
pub key_bone_lookup: Vec<u16>,
pub vertices: Vec<M2Vertex>,
pub textures: Vec<M2Texture>,
pub materials: Vec<M2Material>,
pub raw_data: M2RawData,
}Expand description
Main M2 model structure
Fields§
§header: M2HeaderM2 header
name: Option<String>Model name
global_sequences: Vec<u32>Global sequences
animations: Vec<M2Animation>Animations
animation_lookup: Vec<u16>Animation lookups
bones: Vec<M2Bone>Bones
key_bone_lookup: Vec<u16>Key bone lookups
vertices: Vec<M2Vertex>Vertices
textures: Vec<M2Texture>Textures
materials: Vec<M2Material>Materials (render flags)
raw_data: M2RawDataRaw data for other sections This is used to preserve data that we don’t fully parse yet
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Freeze for M2Model
impl RefUnwindSafe for M2Model
impl Send for M2Model
impl Sync for M2Model
impl Unpin for M2Model
impl UnwindSafe for M2Model
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more