Struct rin::blender::scene_data::SceneData [−][src]
pub struct SceneData {}Show fields
pub path: Option<PathBuf>, pub roots: Vec<NodeId, Global>, pub arena: Arena<BlenderObject>, pub models: HashMap<ObjectId, NodeId, RandomState>, pub lamps: HashMap<ObjectId, NodeId, RandomState>, pub skeletons: HashMap<ObjectId, NodeId, RandomState>, pub empties: HashMap<ObjectId, NodeId, RandomState>, pub actions: HashMap<ObjectId, Action, RandomState>, pub materials: HashMap<ObjectId, Material, RandomState>, pub meshes: HashMap<ObjectId, Mesh, RandomState>, pub trimeshes: HashMap<ObjectId, TriMesh, RandomState>, pub images: HashMap<ObjectId, Data, RandomState>, pub keys: HashMap<ObjectId, Key, RandomState>, pub trimesh_keys: HashMap<ObjectId, TrimeshKey, RandomState>, pub proxies: HashMap<ObjectId, ObjectId, RandomState>,
Fields
path: Option<PathBuf>
roots: Vec<NodeId, Global>
arena: Arena<BlenderObject>
models: HashMap<ObjectId, NodeId, RandomState>
lamps: HashMap<ObjectId, NodeId, RandomState>
skeletons: HashMap<ObjectId, NodeId, RandomState>
empties: HashMap<ObjectId, NodeId, RandomState>
actions: HashMap<ObjectId, Action, RandomState>
materials: HashMap<ObjectId, Material, RandomState>
meshes: HashMap<ObjectId, Mesh, RandomState>
trimeshes: HashMap<ObjectId, TriMesh, RandomState>
images: HashMap<ObjectId, Data, RandomState>
keys: HashMap<ObjectId, Key, RandomState>
trimesh_keys: HashMap<ObjectId, TrimeshKey, RandomState>
proxies: HashMap<ObjectId, ObjectId, RandomState>
Implementations
impl SceneData
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impl SceneData
[src]pub fn load(blend: &File) -> SceneData
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pub fn load_groups(
blend: &File,
group_names: &[&str]
) -> Result<SceneData, Error>
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blend: &File,
group_names: &[&str]
) -> Result<SceneData, Error>
pub fn load_objects(blend: &File, object_names: &[&str]) -> SceneData
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pub fn materials_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Material> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Material> + 'a
pub fn meshes_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Mesh> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Mesh> + 'a
pub fn trimeshes_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a TriMesh> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a TriMesh> + 'a
pub fn actions_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Action> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Action> + 'a
pub fn skeleton(&self, name: &ObjectId) -> Option<&Skeleton>
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pub fn skeletons_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Skeleton> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Skeleton> + 'a
pub fn model(&self, name: &ObjectId) -> Option<&Model>
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pub fn models_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Model> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Model> + 'a
pub fn trimesh(&self, name: &ObjectId) -> Option<&TriMesh>
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pub fn trimodel(&self, name: &ObjectId) -> Option<TriModel<'_>>
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pub fn trimodels_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = TriModel<'a>> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = TriModel<'a>> + 'a
pub fn trimodels(&self) -> impl Iterator<Item = TriModel<'_>>
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pub fn texture(&'a self, image: &'a Image) -> Texture<'a>
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pub fn lamp(&self, name: &ObjectId) -> Option<&Lamp>
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pub fn lamps_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Lamp> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Lamp> + 'a
pub fn empty(&self, name: &ObjectId) -> Option<&Empty>
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pub fn empties_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Empty> + 'a
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&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Empty> + 'a
Trait Implementations
impl<'de> Deserialize<'de> for SceneData
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impl<'de> Deserialize<'de> for SceneData
[src]pub fn deserialize<__D>(
__deserializer: __D
) -> Result<SceneData, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>,
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__deserializer: __D
) -> Result<SceneData, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>,
impl Serialize for SceneData
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impl Serialize for SceneData
[src]pub fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error> where
__S: Serializer,
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&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error> where
__S: Serializer,
Auto Trait Implementations
impl RefUnwindSafe for SceneData
impl Send for SceneData
impl Sync for SceneData
impl Unpin for SceneData
impl UnwindSafe for SceneData
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<T> Serialize for T where
T: Serialize + ?Sized,
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impl<T> Serialize for T where
T: Serialize + ?Sized,
[src]pub fn erased_serialize(
&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
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&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,