Function ncollide3d::procedural::quad [−][src]
pub fn quad<N: RealField>(
width: N,
height: N,
usubdivs: usize,
vsubdivs: usize
) -> TriMesh<N>
Adds a double-sided quad to the scene.
The quad is initially centered at (0, 0, 0). Its normal is the z
axis. The quad itself is
composed of a user-defined number of triangles regularly spaced on a grid. This is the main way
to draw height maps.
Arguments
w
- the quad width.h
- the quad height.usubdivs
- number of horizontal subdivisions. This correspond to the number of squares which will be placed horizontally on each line. Must not be0
.vsubdivs
- number of vertical subdivisions. This correspond to the number of squares which will be placed vertically on each line. Must not be0
.