Struct rin::blender::Blender [−][src]
pub struct Blender<'a> { /* fields omitted */ }
Implementations
impl<'a> Blender<'a>
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impl<'a> Blender<'a>
[src]pub fn alpha_type(&mut self, alpha_type: AlphaType) -> &mut Blender<'a>
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Overrides the default BlendMode in all the materials in the loaded file
pub fn blend_hashed_as_alpha_to_coverage(&mut self) -> &mut Blender<'a>
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For materials with blender BlendMode Hashed use AlphaType AlphaToCoverage instead of the default ScreenDoor
pub fn shader_precision(
&mut self,
shader_precision: ShaderPrecision
) -> &mut Blender<'a>
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&mut self,
shader_precision: ShaderPrecision
) -> &mut Blender<'a>
Set the shader precision to use for the materials
pub fn transformation<T>(&mut self, trafo: T) -> &mut Blender<'a> where
T: Into<Node>,
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T: Into<Node>,
Initial Transformation for the loaded scene
pub fn dynamic_transformation<T>(&mut self, trafo: T) -> &mut Blender<'a> where
T: Into<Node>,
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T: Into<Node>,
Set the transformations to dynamic
pub fn invisible(&mut self) -> &mut Blender<'a>
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Initially invisible
pub fn parent(&mut self, parent: Entity) -> &mut Blender<'a>
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Transformation as child of the passed entity
pub fn post_fragment_materials(&mut self) -> &mut Blender<'a>
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Load materials as PostFragment materials that can be later modified with a post fragment
pub fn entity(&mut self, entity: Entity) -> &mut Blender<'a>
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Set an entity to add the scene to instead of creating a new one
pub fn no_instancing(&mut self) -> &mut Blender<'a>
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Use no instancing, every model will be created as a new one instead of instances if they repeated
pub fn scene_rigid_body(&mut self, shape: RigidBodyShape) -> &mut Blender<'a>
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Treats the whole loaded scene as a rigid body by adding a
rin::physics::Shape
and rin::physics::Offset
to the top level Empty that contains
the SceneIndex
pub fn from_scene_data<P>(
&mut self,
scene: &SceneData,
path: P,
name: &str
) -> Result<(Entity, SceneIndex), Error> where
P: AsRef<Path>,
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&mut self,
scene: &SceneData,
path: P,
name: &str
) -> Result<(Entity, SceneIndex), Error> where
P: AsRef<Path>,
Load a scene from an already preloaded ‘rinblender::SceneData’
pub fn load_scene<P>(
&mut self,
path: P,
name: &str
) -> Result<(Entity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
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&mut self,
path: P,
name: &str
) -> Result<(Entity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
Load scene from a file system path
pub fn character_from_scene_data<P>(
&mut self,
scene: &SceneData,
path: P,
name: &str
) -> Result<(CharacterEntity, SceneIndex), Error> where
P: AsRef<Path>,
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&mut self,
scene: &SceneData,
path: P,
name: &str
) -> Result<(CharacterEntity, SceneIndex), Error> where
P: AsRef<Path>,
Load character scene from an already preloaded rinblender::SceneData
pub fn load_character<P>(
&mut self,
path: P,
name: &str
) -> Result<(CharacterEntity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
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&mut self,
path: P,
name: &str
) -> Result<(CharacterEntity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
Load a character scene from a file system path
pub fn load_group<P>(
&mut self,
path: P,
name: &str,
groups: &[&str]
) -> Result<(Entity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
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&mut self,
path: P,
name: &str,
groups: &[&str]
) -> Result<(Entity, SceneData, SceneIndex), Error> where
P: AsRef<Path>,
Load a set of groups from a file systme path instead of the full file
When loading groups all the materials in the file will be loaded anyway
Trait Implementations
Auto Trait Implementations
impl<'a> !RefUnwindSafe for Blender<'a>
impl<'a> !Send for Blender<'a>
impl<'a> !Sync for Blender<'a>
impl<'a> Unpin for Blender<'a>
impl<'a> !UnwindSafe for Blender<'a>
Blanket Implementations
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>,
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