Modules§
- Manages mesh vertex and index buffers.
- 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. - A builder used for creating a
Mesh
with aCircularSector
shape. - A builder used for creating a
Mesh
with aCircularSegment
shape. - A builder used for creating a
Mesh
with aConicalFrustum
shape. - A builder used for creating a
Mesh
with aConvexPolygon
shape. - 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.
- A component for 2D meshes. Requires a
MeshMaterial2d
to be rendered, commonly using aColorMaterial
. - A component for 3D meshes. Requires a
MeshMaterial3d
to be rendered, commonly using aStandardMaterial
. - Registers all
MeshBuilder
types. - Adds the
Mesh
as an asset and makes sure that they are extracted and prepared for the GPU. - A component that stores an arbitrary index used to identify the mesh instance when rendering.
- Describes the layout of the mesh vertices in GPU memory.
- Stores the single copy of each mesh vertex buffer layout.
- Inherit weights from glTF mesh parent entity to direct bevy mesh child entities (ie: glTF primitive).
- A builder used for creating a
Mesh
with aRegularPolygon
shape. - The render world representation of a
Mesh
. - A builder used for creating a
Mesh
with aTetrahedron
shape. - A builder used for creating a
Mesh
with aTriangle2d
shape. - A builder used for creating a
Mesh
with aTriangle3d
shape. - Describes how the vertex buffer is interpreted.
Enums§
- Manner in which UV coordinates are distributed vertically.
- Specifies how to generate UV-mappings for the
CircularSector
andCircularSegment
shapes. - Anchoring options for
ConeMeshBuilder
- Anchoring options for
CylinderMeshBuilder
- Failed to generate tangents for the mesh.
- An error when creating an icosphere
Mesh
from aSphereMeshBuilder
. - 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
. - A type representing a segment of the perimeter of an extrudable mesh.
- Primitive type the input mesh is composed of.
- The index/vertex buffer info of a
RenderMesh
. - A type of sphere mesh.
- Contains an array where each entry describes a property of a single vertex. Matches the
VertexFormats
. - Vertex Format for a
VertexAttribute
(input).
Constants§
Traits§
- A trait required for implementing
Meshable
forExtrusion<T>
. - A trait used to build
Mesh
es from a configuration - A trait for shapes that can be turned into a
Mesh
.
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.
- Bevy meshes are gltf primitives,
MorphWeights
on the bevy node entity should be inherited by children meshes.