Struct Mesh
pub struct Mesh {
pub positions: Vec<Vec3>,
pub normals: Option<Vec<Vec3>>,
pub tex_coords: Option<Vec<Vec2>>,
pub tangents: Option<Vec<Vec4>>,
pub colors: Option<Vec<Vec4>>,
pub indices: Option<Vec<u32>>,
pub primitive_type: PrimitiveTopology,
pub bounding_box: Aabb,
pub vertex_layout: Vec<VertexAttributeDescriptor>,
}Expand description
Represents a complete mesh with vertex data and indices.
Fields§
§positions: Vec<Vec3>Vertex positions
normals: Option<Vec<Vec3>>Vertex normals
tex_coords: Option<Vec<Vec2>>Vertex texture coordinates
tangents: Option<Vec<Vec4>>Vertex tangents (for normal mapping)
colors: Option<Vec<Vec4>>Vertex colors
indices: Option<Vec<u32>>Index data for primitive assembly
primitive_type: PrimitiveTopologyType of primitives to render
bounding_box: AabbAxis-aligned bounding box
vertex_layout: Vec<VertexAttributeDescriptor>Vertex format layout
Implementations§
§impl Mesh
impl Mesh
pub fn vertex_size(&self) -> usize
pub fn vertex_size(&self) -> usize
Calculates the stride of a single vertex in bytes based on the vertex layout.
pub fn create_vertex_buffer(&self) -> Vec<u8> ⓘ
pub fn create_vertex_buffer(&self) -> Vec<u8> ⓘ
Creates an interleaved vertex buffer from the mesh data, ready for GPU upload.
This function converts the struct-of-arrays (SoA) data layout of the Mesh struct
into an array-of-structs (AoS) layout in a raw byte buffer. The exact memory
layout is dictated by the vertex_layout field.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Mesh
impl RefUnwindSafe for Mesh
impl Send for Mesh
impl Sync for Mesh
impl Unpin for Mesh
impl UnsafeUnpin for Mesh
impl UnwindSafe for Mesh
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