bevy_render::mesh

Enum PrimitiveTopology

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#[repr(C)]
pub enum PrimitiveTopology { PointList = 0, LineList = 1, LineStrip = 2, TriangleList = 3, TriangleStrip = 4, }
Expand description

Primitive type the input mesh is composed of.

Corresponds to WebGPU GPUPrimitiveTopology.

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PointList = 0

Vertex data is a list of points. Each vertex is a new point.

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LineList = 1

Vertex data is a list of lines. Each pair of vertices composes a new line.

Vertices 0 1 2 3 create two lines 0 1 and 2 3

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LineStrip = 2

Vertex data is a strip of lines. Each set of two adjacent vertices form a line.

Vertices 0 1 2 3 create three lines 0 1, 1 2, and 2 3.

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TriangleList = 3

Vertex data is a list of triangles. Each set of 3 vertices composes a new triangle.

Vertices 0 1 2 3 4 5 create two triangles 0 1 2 and 3 4 5

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TriangleStrip = 4

Vertex data is a triangle strip. Each set of three adjacent vertices form a triangle.

Vertices 0 1 2 3 4 5 create four triangles 0 1 2, 2 1 3, 2 3 4, and 4 3 5

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impl PrimitiveTopology

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pub fn is_strip(&self) -> bool

Returns true for strip topologies.

Trait Implementations§

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impl Clone for PrimitiveTopology

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fn clone(&self) -> PrimitiveTopology

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PrimitiveTopology

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for PrimitiveTopology

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fn default() -> PrimitiveTopology

Returns the “default value” for a type. Read more
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impl Hash for PrimitiveTopology

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for PrimitiveTopology

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fn eq(&self, other: &PrimitiveTopology) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for PrimitiveTopology

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impl Eq for PrimitiveTopology

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impl StructuralPartialEq for PrimitiveTopology

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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