Struct bevy_render::mesh::primitives::SphereMeshBuilder

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pub struct SphereMeshBuilder {
    pub sphere: Sphere,
    pub kind: SphereKind,
}
Expand description

A builder used for creating a Mesh with an Sphere shape.

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§sphere: Sphere

The Sphere shape.

§kind: SphereKind

The type of sphere mesh that will be built.

Implementations§

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impl SphereMeshBuilder

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pub const fn new(radius: f32, kind: SphereKind) -> Self

Creates a new SphereMeshBuilder from a radius and SphereKind.

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pub const fn kind(self, kind: SphereKind) -> Self

Sets the SphereKind that will be used for building the mesh.

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pub fn ico(&self, subdivisions: usize) -> Result<Mesh, IcosphereError>

Creates an icosphere mesh with the given number of subdivisions.

The number of faces quadruples with each subdivision. If there are 80 or more subdivisions, the vertex count will be too large, and an IcosphereError is returned.

A good default is 5 subdivisions.

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pub fn uv(&self, sectors: usize, stacks: usize) -> Mesh

Creates a UV sphere Mesh with the given number of longitudinal sectors and latitudinal stacks, aka horizontal and vertical resolution.

A good default is 32 sectors and 18 stacks.

Trait Implementations§

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impl Clone for SphereMeshBuilder

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fn clone(&self) -> SphereMeshBuilder

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SphereMeshBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SphereMeshBuilder

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fn default() -> SphereMeshBuilder

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

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fn build(&self) -> Mesh

Builds a Mesh according to the configuration in self.

§Panics

Panics if the sphere is a SphereKind::Ico with a subdivision count that is greater than or equal to 80 because there will be too many vertices.

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impl Copy for SphereMeshBuilder

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn from_world(_world: &mut World) -> T

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