Crate bevy_mesh

Source

Re-exports§

pub use primitives::*;

Modules§

morph
primitives
Mesh generation for primitive shapes.
skinning

Structs§

BaseMeshPipelineKey
Our base mesh pipeline key bits start from the highest bit and go downward. The PBR mesh pipeline key bits start from the lowest bit and go upward. This allows the PBR bits in the downstream crate bevy_pbr to coexist in the same field without any shifts.
MergeMeshError
Error that can occur when calling Mesh::merge.
Mesh
A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
MeshVertexAttribute
MeshVertexAttributeId
MeshVertexBufferLayout
MeshVertexBufferLayoutRef
Describes the layout of the mesh vertices in GPU memory.
MeshVertexBufferLayouts
Stores the single copy of each mesh vertex buffer layout.
MissingVertexAttributeError
VertexAttributeDescriptor
VertexBufferLayout
Describes how the vertex buffer is interpreted.

Enums§

GenerateTangentsError
Failed to generate tangents for the mesh.
Indices
An array of indices into the VertexAttributeValues for a mesh.
MeshTrianglesError
An error that occurred while trying to extract a collection of triangles from a Mesh.
MeshWindingInvertError
An error that occurred while trying to invert the winding of a Mesh.
PrimitiveTopology
Primitive type the input mesh is composed of.
VertexAttributeValues
Contains an array where each entry describes a property of a single vertex. Matches the VertexFormats.
VertexFormat
Vertex Format for a VertexAttribute (input).

Constants§

INDEX_BUFFER_ASSET_INDEX
VERTEX_ATTRIBUTE_BUFFER_ID

Functions§

face_area_normal
Compute a vector whose direction is the normal of the triangle formed by points a, b, c, and whose magnitude is double the area of the triangle. This is useful for computing smooth normals where the contributing normals are proportionate to the areas of the triangles as discussed here.
face_normal
Compute the normal of a face made of three points: a, b, and c.