Re-exports§
pub use primitives::*;
Modules§
- morph
- primitives
- Mesh generation for primitive shapes.
- skinning
Structs§
- Base
Mesh Pipeline Key - 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. - Merge
Mesh Error - 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.
- Mesh
Vertex Attribute - Mesh
Vertex Attribute Id - Mesh
Vertex Buffer Layout - Mesh
Vertex Buffer Layout Ref - Describes the layout of the mesh vertices in GPU memory.
- Mesh
Vertex Buffer Layouts - Stores the single copy of each mesh vertex buffer layout.
- Missing
Vertex Attribute Error - Vertex
Attribute Descriptor - Vertex
Buffer Layout - Describes how the vertex buffer is interpreted.
Enums§
- Generate
Tangents Error - Failed to generate tangents for the mesh.
- Indices
- An array of indices into the
VertexAttributeValues
for a mesh. - Mesh
Triangles Error - An error that occurred while trying to extract a collection of triangles from a
Mesh
. - Mesh
Winding Invert Error - An error that occurred while trying to invert the winding of a
Mesh
. - Primitive
Topology - Primitive type the input mesh is composed of.
- Vertex
Attribute Values - Contains an array where each entry describes a property of a single vertex.
Matches the
VertexFormats
. - Vertex
Format - Vertex Format for a
VertexAttribute
(input).
Constants§
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.