pub struct ObjImport {
pub mesh: Triangulation,
pub colours: Option<MeshColours>,
pub warnings: Vec<String>,
}Expand description
What read_obj_with_materials found.
Fields§
§mesh: TriangulationThe mesh, as read_obj reads it.
colours: Option<MeshColours>The colours, where every triangle has one: from its material’s
texture at each corner’s texture coordinate, or else from its
material’s Kd; or, where no material colours every triangle, the
per-vertex colours some writers append to v records.
warnings: Vec<String>What was read with a caveat or passed over: a library or texture that could not be opened or decoded, a material the libraries do not define, triangles left without a colour.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for ObjImport
impl RefUnwindSafe for ObjImport
impl Send for ObjImport
impl Sync for ObjImport
impl Unpin for ObjImport
impl UnsafeUnpin for ObjImport
impl UnwindSafe for ObjImport
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self is actually part of its subset T (and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.