pub struct TrianglesMesh { /* private fields */ }Expand description
This mesh supports drawing arbitrary triangles and quads in three dimensions.
Implementations§
Source§impl TrianglesMesh
impl TrianglesMesh
Sourcepub fn new(initial_capacity: usize, material: Arc<Material>) -> Self
pub fn new(initial_capacity: usize, material: Arc<Material>) -> Self
Creates a new empty Mesh with pre-allocated internal memory for vertex data.
pub fn set_scissor(&mut self, rect: Rect2D)
Sourcepub fn set_transform(&mut self, projection: Matrix4<f32>)
pub fn set_transform(&mut self, projection: Matrix4<f32>)
Set the matrix transformation matrix.
Sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Clears all geometry from the Mesh while retaining any allocated memory.
Sourcepub fn triangle(
&mut self,
color: [f32; 4],
texture_index: i32,
p1: Vector3<f32>,
p2: Vector3<f32>,
p3: Vector3<f32>,
)
pub fn triangle( &mut self, color: [f32; 4], texture_index: i32, p1: Vector3<f32>, p2: Vector3<f32>, p3: Vector3<f32>, )
Adds a triangle to the mesh.
Note: triangles must be in clockwise winding order, else they will be culled.
Sourcepub fn quad(
&mut self,
color: [f32; 4],
texture_index: i32,
top_left: Vector3<f32>,
top_right: Vector3<f32>,
bot_right: Vector3<f32>,
bot_left: Vector3<f32>,
)
pub fn quad( &mut self, color: [f32; 4], texture_index: i32, top_left: Vector3<f32>, top_right: Vector3<f32>, bot_right: Vector3<f32>, bot_left: Vector3<f32>, )
Adds a quad to the mesh.
Note: corners should be specified in a clockwise winding order, else the triangles that make up the resulting quad may be culled.
Auto Trait Implementations§
impl Freeze for TrianglesMesh
impl RefUnwindSafe for TrianglesMesh
impl Send for TrianglesMesh
impl Sync for TrianglesMesh
impl Unpin for TrianglesMesh
impl UnwindSafe for TrianglesMesh
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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Source§impl<SS, SP> SupersetOf<SS> for SPwhere
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impl<SS, SP> SupersetOf<SS> for SPwhere
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The inclusion map: converts
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