pub struct Mesh {
pub asset_usage: RenderAssetUsages,
/* private fields */
}
Expand description
A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
Meshes can be automatically generated by a bevy AssetLoader
(generally by loading a Gltf
file),
or by converting a primitive using into
.
It is also possible to create one manually.
They can be edited after creation.
Meshes can be rendered with a Material
, like StandardMaterial
in PbrBundle
or ColorMaterial
in ColorMesh2dBundle
.
A Mesh
in Bevy is equivalent to a “primitive” in the glTF format, for a
glTF Mesh representation, see GltfMesh
.
§Manual creation
The following function will construct a flat mesh, to be rendered with a
StandardMaterial
or ColorMaterial
:
fn create_simple_parallelogram() -> Mesh {
// Create a new mesh using a triangle list topology, where each set of 3 vertices composes a triangle.
Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default())
// Add 4 vertices, each with its own position attribute (coordinate in
// 3D space), for each of the corners of the parallelogram.
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![[0.0, 0.0, 0.0], [1.0, 2.0, 0.0], [2.0, 2.0, 0.0], [1.0, 0.0, 0.0]]
)
// Assign a UV coordinate to each vertex.
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![[0.0, 1.0], [0.5, 0.0], [1.0, 0.0], [0.5, 1.0]]
)
// Assign normals (everything points outwards)
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![[0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0]]
)
// After defining all the vertices and their attributes, build each triangle using the
// indices of the vertices that make it up in a counter-clockwise order.
.with_inserted_indices(Indices::U32(vec![
// First triangle
0, 3, 1,
// Second triangle
1, 3, 2
]))
}
You can see how it looks like here,
used in a PbrBundle
with a square bevy logo texture, with added axis, points,
lines and text for clarity.
§Other examples
For further visualization, explanation, and examples, see the built-in Bevy examples, and the implementation of the built-in shapes. In particular, generate_custom_mesh teaches you to access modify a Mesh’s attributes after creating it.
§Common points of confusion
- UV maps in Bevy start at the top-left, see
ATTRIBUTE_UV_0
, other APIs can have other conventions,OpenGL
starts at bottom-left. - It is possible and sometimes useful for multiple vertices to have the same position attribute value, it’s a common technique in 3D modelling for complex UV mapping or other calculations.
- Bevy performs frustum culling based on the
Aabb
of meshes, which is calculated and added automatically for new meshes only. If a mesh is modified, the entity’sAabb
needs to be updated manually or deleted so that it is re-calculated.
§Use with StandardMaterial
To render correctly with StandardMaterial
, a mesh needs to have properly defined:
UVs
: Bevy needs to know how to map a texture onto the mesh (also true forColorMaterial
).Normals
: Bevy needs to know how light interacts with your mesh. [0.0, 0.0, 1.0] is very common for simple flat meshes on the XY plane, because simple meshes are smooth and they don’t require complex light calculations.- Vertex winding order: by default,
StandardMaterial.cull_mode
isSome(Face::Back)
, which means that Bevy would only render the “front” of each triangle, which is the side of the triangle from where the vertices appear in a counter-clockwise order.
Fields§
§asset_usage: RenderAssetUsages
Implementations§
Source§impl Mesh
impl Mesh
Sourcepub const ATTRIBUTE_POSITION: MeshVertexAttribute = _
pub const ATTRIBUTE_POSITION: MeshVertexAttribute = _
Where the vertex is located in space. Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
The format of this attribute is VertexFormat::Float32x3
.
Sourcepub const ATTRIBUTE_NORMAL: MeshVertexAttribute = _
pub const ATTRIBUTE_NORMAL: MeshVertexAttribute = _
The direction the vertex normal is facing in.
Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
The format of this attribute is VertexFormat::Float32x3
.
Sourcepub const ATTRIBUTE_UV_0: MeshVertexAttribute = _
pub const ATTRIBUTE_UV_0: MeshVertexAttribute = _
Texture coordinates for the vertex. Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
Generally [0.,0.]
is mapped to the top left of the texture, and [1.,1.]
to the bottom-right.
By default values outside will be clamped per pixel not for the vertex, “stretching” the borders of the texture. This behavior can be useful in some cases, usually when the borders have only one color, for example a logo, and you want to “extend” those borders.
For different mapping outside of 0..=1
range,
see ImageAddressMode
.
The format of this attribute is VertexFormat::Float32x2
.
Sourcepub const ATTRIBUTE_UV_1: MeshVertexAttribute = _
pub const ATTRIBUTE_UV_1: MeshVertexAttribute = _
Alternate texture coordinates for the vertex. Use in conjunction with
Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
Typically, these are used for lightmaps, textures that provide precomputed illumination.
The format of this attribute is VertexFormat::Float32x2
.
Sourcepub const ATTRIBUTE_TANGENT: MeshVertexAttribute = _
pub const ATTRIBUTE_TANGENT: MeshVertexAttribute = _
The direction of the vertex tangent. Used for normal mapping.
Usually generated with generate_tangents
or
with_generated_tangents
.
The format of this attribute is VertexFormat::Float32x4
.
Sourcepub const ATTRIBUTE_COLOR: MeshVertexAttribute = _
pub const ATTRIBUTE_COLOR: MeshVertexAttribute = _
Per vertex coloring. Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
The format of this attribute is VertexFormat::Float32x4
.
Sourcepub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute = _
pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute = _
Per vertex joint transform matrix weight. Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
The format of this attribute is VertexFormat::Float32x4
.
Sourcepub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute = _
pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute = _
Per vertex joint transform matrix index. Use in conjunction with Mesh::insert_attribute
or Mesh::with_inserted_attribute
.
The format of this attribute is VertexFormat::Uint16x4
.
Sourcepub fn new(
primitive_topology: PrimitiveTopology,
asset_usage: RenderAssetUsages,
) -> Self
pub fn new( primitive_topology: PrimitiveTopology, asset_usage: RenderAssetUsages, ) -> Self
Construct a new mesh. You need to provide a PrimitiveTopology
so that the
renderer knows how to treat the vertex data. Most of the time this will be
PrimitiveTopology::TriangleList
.
Sourcepub fn primitive_topology(&self) -> PrimitiveTopology
pub fn primitive_topology(&self) -> PrimitiveTopology
Returns the topology of the mesh.
Sourcepub fn insert_attribute(
&mut self,
attribute: MeshVertexAttribute,
values: impl Into<VertexAttributeValues>,
)
pub fn insert_attribute( &mut self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, )
Sets the data for a vertex attribute (position, normal, etc.). The name will
often be one of the associated constants such as Mesh::ATTRIBUTE_POSITION
.
Aabb
of entities with modified mesh are not updated automatically.
§Panics
Panics when the format of the values does not match the attribute’s format.
Sourcepub fn with_inserted_attribute(
self,
attribute: MeshVertexAttribute,
values: impl Into<VertexAttributeValues>,
) -> Self
pub fn with_inserted_attribute( self, attribute: MeshVertexAttribute, values: impl Into<VertexAttributeValues>, ) -> Self
Consumes the mesh and returns a mesh with data set for a vertex attribute (position, normal, etc.).
The name will often be one of the associated constants such as Mesh::ATTRIBUTE_POSITION
.
(Alternatively, you can use Mesh::insert_attribute
to mutate an existing mesh in-place)
Aabb
of entities with modified mesh are not updated automatically.
§Panics
Panics when the format of the values does not match the attribute’s format.
Sourcepub fn remove_attribute(
&mut self,
attribute: impl Into<MeshVertexAttributeId>,
) -> Option<VertexAttributeValues>
pub fn remove_attribute( &mut self, attribute: impl Into<MeshVertexAttributeId>, ) -> Option<VertexAttributeValues>
Removes the data for a vertex attribute
Sourcepub fn with_removed_attribute(
self,
attribute: impl Into<MeshVertexAttributeId>,
) -> Self
pub fn with_removed_attribute( self, attribute: impl Into<MeshVertexAttributeId>, ) -> Self
Consumes the mesh and returns a mesh without the data for a vertex attribute
(Alternatively, you can use Mesh::remove_attribute
to mutate an existing mesh in-place)
pub fn contains_attribute(&self, id: impl Into<MeshVertexAttributeId>) -> bool
Sourcepub fn attribute(
&self,
id: impl Into<MeshVertexAttributeId>,
) -> Option<&VertexAttributeValues>
pub fn attribute( &self, id: impl Into<MeshVertexAttributeId>, ) -> Option<&VertexAttributeValues>
Retrieves the data currently set to the vertex attribute with the specified name
.
Sourcepub fn attribute_mut(
&mut self,
id: impl Into<MeshVertexAttributeId>,
) -> Option<&mut VertexAttributeValues>
pub fn attribute_mut( &mut self, id: impl Into<MeshVertexAttributeId>, ) -> Option<&mut VertexAttributeValues>
Retrieves the data currently set to the vertex attribute with the specified name
mutably.
Sourcepub fn attributes(
&self,
) -> impl Iterator<Item = (MeshVertexAttributeId, &VertexAttributeValues)>
pub fn attributes( &self, ) -> impl Iterator<Item = (MeshVertexAttributeId, &VertexAttributeValues)>
Returns an iterator that yields references to the data of each vertex attribute.
Sourcepub fn attributes_mut(
&mut self,
) -> impl Iterator<Item = (MeshVertexAttributeId, &mut VertexAttributeValues)>
pub fn attributes_mut( &mut self, ) -> impl Iterator<Item = (MeshVertexAttributeId, &mut VertexAttributeValues)>
Returns an iterator that yields mutable references to the data of each vertex attribute.
Sourcepub fn insert_indices(&mut self, indices: Indices)
pub fn insert_indices(&mut self, indices: Indices)
Sets the vertex indices of the mesh. They describe how triangles are constructed out of the
vertex attributes and are therefore only useful for the PrimitiveTopology
variants
that use triangles.
Sourcepub fn with_inserted_indices(self, indices: Indices) -> Self
pub fn with_inserted_indices(self, indices: Indices) -> Self
Consumes the mesh and returns a mesh with the given vertex indices. They describe how triangles
are constructed out of the vertex attributes and are therefore only useful for the
PrimitiveTopology
variants that use triangles.
(Alternatively, you can use Mesh::insert_indices
to mutate an existing mesh in-place)
Sourcepub fn indices_mut(&mut self) -> Option<&mut Indices>
pub fn indices_mut(&mut self) -> Option<&mut Indices>
Retrieves the vertex indices
of the mesh mutably.
Sourcepub fn remove_indices(&mut self) -> Option<Indices>
pub fn remove_indices(&mut self) -> Option<Indices>
Removes the vertex indices
from the mesh and returns them.
Sourcepub fn with_removed_indices(self) -> Self
pub fn with_removed_indices(self) -> Self
Consumes the mesh and returns a mesh without the vertex indices
of the mesh.
(Alternatively, you can use Mesh::remove_indices
to mutate an existing mesh in-place)
Sourcepub fn get_vertex_size(&self) -> u64
pub fn get_vertex_size(&self) -> u64
Returns the size of a vertex in bytes.
Sourcepub fn get_index_buffer_bytes(&self) -> Option<&[u8]>
pub fn get_index_buffer_bytes(&self) -> Option<&[u8]>
Computes and returns the index data of the mesh as bytes. This is used to transform the index data into a GPU friendly format.
Sourcepub fn get_mesh_vertex_buffer_layout(
&self,
mesh_vertex_buffer_layouts: &mut MeshVertexBufferLayouts,
) -> MeshVertexBufferLayoutRef
pub fn get_mesh_vertex_buffer_layout( &self, mesh_vertex_buffer_layouts: &mut MeshVertexBufferLayouts, ) -> MeshVertexBufferLayoutRef
Get this Mesh
’s MeshVertexBufferLayout
, used in SpecializedMeshPipeline
.
Sourcepub fn count_vertices(&self) -> usize
pub fn count_vertices(&self) -> usize
Counts all vertices of the mesh.
If the attributes have different vertex counts, the smallest is returned.
Sourcepub fn get_vertex_buffer_data(&self) -> Vec<u8>
pub fn get_vertex_buffer_data(&self) -> Vec<u8>
Computes and returns the vertex data of the mesh as bytes.
Therefore the attributes are located in the order of their MeshVertexAttribute::id
.
This is used to transform the vertex data into a GPU friendly format.
If the vertex attributes have different lengths, they are all truncated to the length of the smallest.
Sourcepub fn duplicate_vertices(&mut self)
pub fn duplicate_vertices(&mut self)
Duplicates the vertex attributes so that no vertices are shared.
This can dramatically increase the vertex count, so make sure this is what you want. Does nothing if no Indices are set.
Sourcepub fn with_duplicated_vertices(self) -> Self
pub fn with_duplicated_vertices(self) -> Self
Consumes the mesh and returns a mesh with no shared vertices.
This can dramatically increase the vertex count, so make sure this is what you want. Does nothing if no Indices are set.
(Alternatively, you can use Mesh::duplicate_vertices
to mutate an existing mesh in-place)
Sourcepub fn compute_normals(&mut self)
pub fn compute_normals(&mut self)
Calculates the Mesh::ATTRIBUTE_NORMAL
of a mesh.
If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
normals.
§Panics
Panics if Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
FIXME: This should handle more cases since this is called as a part of gltf mesh loading where we can’t really blame users for loading meshes that might not conform to the limitations here!
Sourcepub fn compute_flat_normals(&mut self)
pub fn compute_flat_normals(&mut self)
Calculates the Mesh::ATTRIBUTE_NORMAL
of a mesh.
§Panics
Panics if Indices
are set or Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
Consider calling Mesh::duplicate_vertices
or exporting your mesh with normal
attributes.
FIXME: This should handle more cases since this is called as a part of gltf mesh loading where we can’t really blame users for loading meshes that might not conform to the limitations here!
Sourcepub fn compute_smooth_normals(&mut self)
pub fn compute_smooth_normals(&mut self)
Calculates the Mesh::ATTRIBUTE_NORMAL
of an indexed mesh, smoothing normals for shared
vertices.
§Panics
Panics if Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
Panics if the mesh does not have indices defined.
FIXME: This should handle more cases since this is called as a part of gltf mesh loading where we can’t really blame users for loading meshes that might not conform to the limitations here!
Sourcepub fn with_computed_normals(self) -> Self
pub fn with_computed_normals(self) -> Self
Consumes the mesh and returns a mesh with calculated Mesh::ATTRIBUTE_NORMAL
.
If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
normals.
(Alternatively, you can use Mesh::compute_normals
to mutate an existing mesh in-place)
§Panics
Panics if Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
Sourcepub fn with_computed_flat_normals(self) -> Self
pub fn with_computed_flat_normals(self) -> Self
Consumes the mesh and returns a mesh with calculated Mesh::ATTRIBUTE_NORMAL
.
(Alternatively, you can use Mesh::compute_flat_normals
to mutate an existing mesh in-place)
§Panics
Panics if Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
Panics if the mesh has indices defined
Sourcepub fn with_computed_smooth_normals(self) -> Self
pub fn with_computed_smooth_normals(self) -> Self
Consumes the mesh and returns a mesh with calculated Mesh::ATTRIBUTE_NORMAL
.
(Alternatively, you can use Mesh::compute_smooth_normals
to mutate an existing mesh in-place)
§Panics
Panics if Mesh::ATTRIBUTE_POSITION
is not of type float3
.
Panics if the mesh has any other topology than PrimitiveTopology::TriangleList
.
Panics if the mesh does not have indices defined.
Sourcepub fn generate_tangents(&mut self) -> Result<(), GenerateTangentsError>
pub fn generate_tangents(&mut self) -> Result<(), GenerateTangentsError>
Generate tangents for the mesh using the mikktspace
algorithm.
Sets the Mesh::ATTRIBUTE_TANGENT
attribute if successful.
Requires a PrimitiveTopology::TriangleList
topology and the Mesh::ATTRIBUTE_POSITION
, Mesh::ATTRIBUTE_NORMAL
and Mesh::ATTRIBUTE_UV_0
attributes set.
Sourcepub fn with_generated_tangents(self) -> Result<Mesh, GenerateTangentsError>
pub fn with_generated_tangents(self) -> Result<Mesh, GenerateTangentsError>
Consumes the mesh and returns a mesh with tangents generated using the mikktspace
algorithm.
The resulting mesh will have the Mesh::ATTRIBUTE_TANGENT
attribute if successful.
(Alternatively, you can use Mesh::generate_tangents
to mutate an existing mesh in-place)
Requires a PrimitiveTopology::TriangleList
topology and the Mesh::ATTRIBUTE_POSITION
, Mesh::ATTRIBUTE_NORMAL
and Mesh::ATTRIBUTE_UV_0
attributes set.
Sourcepub fn merge(&mut self, other: &Mesh)
pub fn merge(&mut self, other: &Mesh)
Merges the Mesh
data of other
with self
. The attributes and indices of other
will be appended to self
.
Note that attributes of other
that don’t exist on self
will be ignored.
Aabb
of entities with modified mesh are not updated automatically.
§Panics
Panics if the vertex attribute values of other
are incompatible with self
.
For example, VertexAttributeValues::Float32
is incompatible with VertexAttributeValues::Float32x3
.
Sourcepub fn transformed_by(self, transform: Transform) -> Self
pub fn transformed_by(self, transform: Transform) -> Self
Sourcepub fn transform_by(&mut self, transform: Transform)
pub fn transform_by(&mut self, transform: Transform)
Sourcepub fn translated_by(self, translation: Vec3) -> Self
pub fn translated_by(self, translation: Vec3) -> Self
Sourcepub fn translate_by(&mut self, translation: Vec3)
pub fn translate_by(&mut self, translation: Vec3)
Sourcepub fn rotated_by(self, rotation: Quat) -> Self
pub fn rotated_by(self, rotation: Quat) -> Self
Sourcepub fn compute_aabb(&self) -> Option<Aabb>
pub fn compute_aabb(&self) -> Option<Aabb>
Compute the Axis-Aligned Bounding Box of the mesh vertices in model space
Returns None
if self
doesn’t have Mesh::ATTRIBUTE_POSITION
of
type VertexAttributeValues::Float32x3
, or if self
doesn’t have any vertices.
Sourcepub fn has_morph_targets(&self) -> bool
pub fn has_morph_targets(&self) -> bool
Whether this mesh has morph targets.
Sourcepub fn set_morph_targets(&mut self, morph_targets: Handle<Image>)
pub fn set_morph_targets(&mut self, morph_targets: Handle<Image>)
Set morph targets image for this mesh. This requires a “morph target image”. See MorphTargetImage
for info.
Sourcepub fn with_morph_targets(self, morph_targets: Handle<Image>) -> Self
pub fn with_morph_targets(self, morph_targets: Handle<Image>) -> Self
Consumes the mesh and returns a mesh with the given morph targets.
This requires a “morph target image”. See MorphTargetImage
for info.
(Alternatively, you can use Mesh::set_morph_targets
to mutate an existing mesh in-place)
Sourcepub fn set_morph_target_names(&mut self, names: Vec<String>)
pub fn set_morph_target_names(&mut self, names: Vec<String>)
Sets the names of each morph target. This should correspond to the order of the morph targets in set_morph_targets
.
Sourcepub fn with_morph_target_names(self, names: Vec<String>) -> Self
pub fn with_morph_target_names(self, names: Vec<String>) -> Self
Consumes the mesh and returns a mesh with morph target names.
Names should correspond to the order of the morph targets in set_morph_targets
.
(Alternatively, you can use Mesh::set_morph_target_names
to mutate an existing mesh in-place)
Sourcepub fn morph_target_names(&self) -> Option<&[String]>
pub fn morph_target_names(&self) -> Option<&[String]>
Gets a list of all morph target names, if they exist.
Sourcepub fn normalize_joint_weights(&mut self)
pub fn normalize_joint_weights(&mut self)
Normalize joint weights so they sum to 1.
Trait Implementations§
Source§impl From<CircularSector> for Mesh
impl From<CircularSector> for Mesh
Source§fn from(sector: CircularSector) -> Self
fn from(sector: CircularSector) -> Self
Converts this sector into a Mesh
using a default CircularSectorMeshBuilder
.
See the documentation of CircularSectorMeshBuilder
for more details.
Source§impl From<CircularSegment> for Mesh
impl From<CircularSegment> for Mesh
Source§fn from(segment: CircularSegment) -> Self
fn from(segment: CircularSegment) -> Self
Converts this sector into a Mesh
using a default CircularSegmentMeshBuilder
.
See the documentation of CircularSegmentMeshBuilder
for more details.
Source§impl From<ConicalFrustum> for Mesh
impl From<ConicalFrustum> for Mesh
Source§fn from(frustum: ConicalFrustum) -> Self
fn from(frustum: ConicalFrustum) -> Self
Source§impl From<RegularPolygon> for Mesh
impl From<RegularPolygon> for Mesh
Source§fn from(polygon: RegularPolygon) -> Self
fn from(polygon: RegularPolygon) -> Self
Source§impl<T: MeshBuilder> From<T> for Mesh
impl<T: MeshBuilder> From<T> for Mesh
Source§impl From<Tetrahedron> for Mesh
impl From<Tetrahedron> for Mesh
Source§fn from(tetrahedron: Tetrahedron) -> Self
fn from(tetrahedron: Tetrahedron) -> Self
Source§impl From<Triangle2d> for Mesh
impl From<Triangle2d> for Mesh
Source§fn from(triangle: Triangle2d) -> Self
fn from(triangle: Triangle2d) -> Self
Source§impl From<Triangle3d> for Mesh
impl From<Triangle3d> for Mesh
Source§fn from(triangle: Triangle3d) -> Self
fn from(triangle: Triangle3d) -> Self
Source§impl FromReflect for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
Source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetTypeRegistration for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl Reflect for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
impl Reflect for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
.Source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
Source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moreSource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Self>) -> ReflectOwned
fn reflect_owned(self: Box<Self>) -> ReflectOwned
Source§fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
Source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
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Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
impl Struct for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
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impl TypePath for Mesh
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Source§impl Typed for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
impl Typed for Meshwhere
Self: Any + Send + Sync,
Option<Indices>: FromReflect + TypePath + RegisterForReflection,
Option<Handle<Image>>: FromReflect + TypePath + RegisterForReflection,
Option<Vec<String>>: FromReflect + TypePath + RegisterForReflection,
RenderAssetUsages: FromReflect + TypePath + RegisterForReflection,
Source§impl VisitAssetDependencies for Mesh
impl VisitAssetDependencies for Mesh
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Mesh
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impl !RefUnwindSafe for Mesh
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impl Sync for Mesh
impl Unpin for Mesh
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Source§fn reflect_type_path(&self) -> &str
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