#[non_exhaustive]pub enum CircularMeshUvMode {
Mask {
angle: f32,
},
}
Expand description
Specifies how to generate UV-mappings for the CircularSector
and CircularSegment
shapes.
Currently the only variant is Mask
, which is good for showing a portion of a texture that includes
the entire circle, particularly the same texture will be displayed with different fractions of a
complete circle.
It’s expected that more will be added in the future, such as a variant that causes the texture to be scaled to fit the bounding box of the shape, which would be good for packed textures only including the portion of the circle that is needed to display.
Variants (Non-exhaustive)§
This enum is marked as non-exhaustive
Non-exhaustive enums could have additional variants added in future. Therefore, when matching against variants of non-exhaustive enums, an extra wildcard arm must be added to account for any future variants.
Mask
Treats the shape as a mask over a circle of equal size and radius, with the center of the circle at the center of the texture.
Trait Implementations§
Source§impl Clone for CircularMeshUvMode
impl Clone for CircularMeshUvMode
Source§fn clone(&self) -> CircularMeshUvMode
fn clone(&self) -> CircularMeshUvMode
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for CircularMeshUvMode
impl Debug for CircularMeshUvMode
Source§impl Default for CircularMeshUvMode
impl Default for CircularMeshUvMode
Source§impl PartialEq for CircularMeshUvMode
impl PartialEq for CircularMeshUvMode
impl Copy for CircularMeshUvMode
impl StructuralPartialEq for CircularMeshUvMode
Auto Trait Implementations§
impl Freeze for CircularMeshUvMode
impl RefUnwindSafe for CircularMeshUvMode
impl Send for CircularMeshUvMode
impl Sync for CircularMeshUvMode
impl Unpin for CircularMeshUvMode
impl UnwindSafe for CircularMeshUvMode
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
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. When used in AsBindGroup
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fn borrow_mut(&mut self) -> &mut T
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