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MeshData

Struct MeshData 

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pub struct MeshData {
    pub vertices: Vec<Vertex>,
    pub indices: Vec<u32>,
    pub albedo: Option<Arc<Albedo>>,
    pub base_color: [f32; 4],
    pub parts: Vec<MeshPart>,
    pub dependencies: Vec<String>,
}
Expand description

Indexed CPU triangle mesh with optional imported material information. Indices refer into vertices; call validate before uploading externally generated data.

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§vertices: Vec<Vertex>

Interleaved triangle vertices.

§indices: Vec<u32>

Triangle-list indices; length must be divisible by three.

§albedo: Option<Arc<Albedo>>

Base-colour texture of the model’s first textured material, if it had one.

§base_color: [f32; 4]

Base-colour factor of the model’s first material (white if none).

§parts: Vec<MeshPart>

Material runs for models with several materials (empty = the whole mesh uses albedo).

§dependencies: Vec<String>

Asset-relative source files referenced by an imported mesh (buffers/textures). Render caches watch these dependencies as well as the model file itself.

Implementations§

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impl MeshData

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pub fn triangle_count(&self) -> usize

Number of complete indexed triangles. Use Self::validate to reject a trailing index.

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pub fn is_empty(&self) -> bool

Whether there are no drawable triangles (vertices alone do not draw anything).

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pub fn validate(&self) -> Result<(), String>

Checks triangle topology, finite vertex attributes and embedded image dimensions. Zero-length normals and degenerate triangles are allowed (common at primitive poles).

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pub fn recalculate_normals(&mut self) -> Result<(), String>

Recomputes area-weighted smooth vertex normals from indexed triangles. Checks topology/positions before mutation; isolated vertices receive zero normals.

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pub fn transformed(&self, matrix: Mat4) -> Result<Self, String>

Copies and transforms a mesh by a finite nonsingular affine matrix. Normals use the inverse transpose; mirrored transforms reverse triangle winding so the front-face convention stays consistent. Texture pixels remain shared.

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pub fn effective_parts(&self) -> Vec<MeshPart>

The material runs of this mesh; a mesh without explicit parts is one run with its own albedo.

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pub fn append(&mut self, other: &Self) -> Result<(), String>

Appends another valid mesh, offsetting indices, while retaining this mesh’s material. Checks both inputs and index overflow before mutation. Meshes with different textures should be drawn separately instead of merged through this operation.

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pub fn surface_area(&self) -> Result<f32, String>

Sum of triangle areas in square local units, including duplicated/double-sided faces. Invalid topology or non-finite positions return an error.

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pub fn bounds(&self) -> (Vec3, Vec3)

Axis-aligned local bounds (minimum, maximum). Empty meshes return two zero vectors.

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pub fn primitive(name: &str) -> Option<MeshData>

Builds a built-in unit primitive by lowercase name, or None for an unknown name.

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pub fn load(assets: &Assets, path: &str) -> Result<MeshData, String>

Loads primitive:<name> or a model file from the asset source.

Trait Implementations§

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impl Clone for MeshData

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fn clone(&self) -> MeshData

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for MeshData

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fn default() -> Self

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

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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