pub struct MeshAsset {
pub source_path: PathBuf,
pub texture_path: Option<PathBuf>,
pub vertices: Vec<MeshTriVertex>,
pub bone_count: usize,
pub ticks_per_second: f32,
/* private fields */
}Fields§
§source_path: PathBuf§texture_path: Option<PathBuf>§vertices: Vec<MeshTriVertex>§bone_count: usize§ticks_per_second: f32Implementations§
Source§impl MeshAsset
impl MeshAsset
pub fn bounds_size(&self) -> [f32; 3]
pub fn is_skinned(&self) -> bool
pub fn duration_seconds(&self) -> f32
pub fn animation_clip_names(&self) -> Vec<String>
pub fn sample_vertices_with_clip( &self, time_sec: f32, clip_name: Option<&str>, clip_index: Option<usize>, ) -> Vec<MeshTriVertex>
pub fn sample_vertices(&self, time_sec: f32) -> Vec<MeshTriVertex>
pub fn sample_gpu_primitives_with_clip( &self, time_sec: f32, clip_name: Option<&str>, clip_index: Option<usize>, ) -> Vec<MeshGpuPrimitiveBatch>
pub fn sample_gpu_primitives(&self, time_sec: f32) -> Vec<MeshGpuPrimitiveBatch>
pub fn sample_gpu_primitives_with_state( &self, state: &MeshAnimationState, ) -> Vec<MeshGpuPrimitiveBatch>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for MeshAsset
impl RefUnwindSafe for MeshAsset
impl Send for MeshAsset
impl Sync for MeshAsset
impl Unpin for MeshAsset
impl UnsafeUnpin for MeshAsset
impl UnwindSafe for MeshAsset
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