Re-exports§
pub use primitives::*;
Modules§
- Mesh generation for primitive shapes.
Structs§
- Our base mesh pipeline key bits start from the highest bit and go downward. The PBR mesh pipeline key bits start from the lowest bit and go upward. This allows the PBR bits in the downstream crate
bevy_pbr
to coexist in the same field without any shifts. - Error that can occur when calling
Mesh::merge
. - A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
- Describes the layout of the mesh vertices in GPU memory.
- Stores the single copy of each mesh vertex buffer layout.
- Describes how the vertex buffer is interpreted.
Enums§
- Failed to generate tangents for the mesh.
- An array of indices into the
VertexAttributeValues
for a mesh. - An error that occurred while trying to extract a collection of triangles from a
Mesh
. - An error that occurred while trying to invert the winding of a
Mesh
. - Primitive type the input mesh is composed of.
- Contains an array where each entry describes a property of a single vertex. Matches the
VertexFormats
. - Vertex Format for a
VertexAttribute
(input).
Constants§
Functions§
- Compute a vector whose direction is the normal of the triangle formed by points a, b, c, and whose magnitude is double the area of the triangle. This is useful for computing smooth normals where the contributing normals are proportionate to the areas of the triangles as discussed here.
- Compute the normal of a face made of three points: a, b, and c.