Trait rin::scene::CreationContext[][src]

pub trait CreationContext<'a>: EntitiesCreationExt<'a> + EntitiesExt<'a> + ResourcesExt + ResourcesThreadLocalExt {
Show methods pub fn add<'e, B>(&'e mut self, settings: <B as Builder<'e>>::Settings) -> B
    where
        B: Builder<'e>
;
pub fn add_model(&mut self, name: &str) -> ModelBuilder<'_>;
pub fn add_child_model(
        &mut self,
        name: &str,
        parent: Entity
    ) -> ModelBuilder<'_>;
pub fn add_empty(&mut self, name: &str) -> EmptyBuilder<'_>;
pub fn add_child_empty(
        &mut self,
        name: &str,
        parent: Entity
    ) -> EmptyBuilder<'_>;
pub fn register_mesh<T>(&mut self, geom: Mesh<T>) -> GeometryRef
    where
        T: 'static + VertexFormat + Send + Clone + Copy + Debug
;
pub fn register_named_mesh<T>(
        &mut self,
        geom: Mesh<T>,
        name: &str
    ) -> GeometryRef
    where
        T: 'static + VertexFormat + Send + Clone + Copy + Debug
;
pub fn add_ambient_light(
        &mut self,
        diffuse: Rgb<f32, LinearRgb>,
        specular: Rgb<f32, LinearRgb>
    ) -> Entity;
pub fn add_directional_light(
        &'e mut self,
        name: &'e str
    ) -> DirectionalLightBuilder<'e, Self>;
pub fn add_area_light(
        &'e mut self,
        name: &'e str
    ) -> AreaLightBuilder<'e, Self>;
pub fn add_spot_light(
        &'e mut self,
        name: &'e str
    ) -> SpotLightBuilder<'e, Self>;
pub fn add_point_light(
        &'e mut self,
        name: &'e str
    ) -> PointLightBuilder<'e, Self>;
pub fn update_all_transformations(&mut self);
pub fn add_image_based_light(
        &'e mut self,
        name: &'e str
    ) -> ImageBasedLightBuilder<'e, Self>;
pub fn register_material<M>(
        &mut self,
        name: &str,
        material: M
    ) -> MaterialRef
    where
        M: 'static + FullMaterial
;
pub fn register_shadow_material<M>(
        &mut self,
        name: &str,
        material: M
    ) -> ShadowMaterialRef
    where
        M: 'static + FullMaterial
;
pub fn find_material(&self, name: &str) -> Option<MaterialRef>;
pub fn register_texture(&mut self, texture: Texture) -> TextureRef;
pub fn register_texture_from_data_format<T>(
        &mut self,
        format: LoadDataFormat,
        creation_flags: TextureCreationFlags,
        data: &[T]
    ) -> Result<TextureRef, Error>
    where
        T: 'static
;
pub fn register_image<I>(
        &mut self,
        img: &I,
        creation_flags: TextureCreationFlags
    ) -> Result<TextureRef, Error>
    where
        I: Image + Clone
;
pub fn register_named_texture_from_data_format<T>(
        &mut self,
        name: &str,
        format: LoadDataFormat,
        creation_flags: TextureCreationFlags,
        data: &[T]
    ) -> Result<TextureRef, Error>
    where
        T: 'static
;
pub fn register_named_image<I>(
        &mut self,
        name: &str,
        img: &I,
        creation_flags: TextureCreationFlags
    ) -> Result<TextureRef, Error>
    where
        I: Image + Clone
;
pub fn register_sampler(&mut self, sampler: Sampler) -> SamplerRef;
pub fn register_named_sampler(
        &mut self,
        name: &str,
        sampler: Sampler
    ) -> SamplerRef;
pub fn register_cubemap(&mut self, cubemap: CubeMap) -> CubemapRef;
pub fn register_named_cubemap(
        &mut self,
        name: &str,
        cubemap: CubeMap
    ) -> CubemapRef;
pub fn find_named_texture(&self, name: &str) -> Option<TextureRef>;
pub fn find_named_cubemap(&self, name: &str) -> Option<CubemapRef>;
pub fn find_named_sampler(&self, name: &str) -> Option<SamplerRef>;
pub fn load_image<P>(
        &mut self,
        path: P,
        flags: TextureCreationFlags
    ) -> Result<TextureRef, Error>
    where
        P: AsRef<Path>
;
pub fn load_cubemap<P>(
        &mut self,
        path: P,
        flags: TextureCreationFlags
    ) -> Result<CubemapRef, Error>
    where
        P: AsRef<Path>
;
pub fn load_equirectangular_cubemap<P>(
        &mut self,
        path: P,
        flags: TextureCreationFlags,
        color_format: ColorFormat
    ) -> Result<CubemapRef, Error>
    where
        P: AsRef<Path>
;
pub fn load_equirectangular_levels_cubemap<P>(
        &mut self,
        paths: &[P],
        flags: TextureCreationFlags,
        color_format: ColorFormat
    ) -> Result<CubemapRef, Error>
    where
        P: AsRef<Path>
;
pub fn register_vertex_type<T>(&mut self)
    where
        T: 'static + VertexFormat + Send + Clone + Copy + Debug
;
}

Required methods

pub fn add<'e, B>(&'e mut self, settings: <B as Builder<'e>>::Settings) -> B where
    B: Builder<'e>, 
[src]

pub fn add_model(&mut self, name: &str) -> ModelBuilder<'_>[src]

pub fn add_child_model(
    &mut self,
    name: &str,
    parent: Entity
) -> ModelBuilder<'_>
[src]

pub fn add_empty(&mut self, name: &str) -> EmptyBuilder<'_>[src]

pub fn add_child_empty(
    &mut self,
    name: &str,
    parent: Entity
) -> EmptyBuilder<'_>
[src]

pub fn register_mesh<T>(&mut self, geom: Mesh<T>) -> GeometryRef where
    T: 'static + VertexFormat + Send + Clone + Copy + Debug
[src]

pub fn register_named_mesh<T>(
    &mut self,
    geom: Mesh<T>,
    name: &str
) -> GeometryRef where
    T: 'static + VertexFormat + Send + Clone + Copy + Debug
[src]

pub fn add_ambient_light(
    &mut self,
    diffuse: Rgb<f32, LinearRgb>,
    specular: Rgb<f32, LinearRgb>
) -> Entity
[src]

pub fn add_directional_light(
    &'e mut self,
    name: &'e str
) -> DirectionalLightBuilder<'e, Self>
[src]

pub fn add_area_light(&'e mut self, name: &'e str) -> AreaLightBuilder<'e, Self>[src]

pub fn add_spot_light(&'e mut self, name: &'e str) -> SpotLightBuilder<'e, Self>[src]

pub fn add_point_light(
    &'e mut self,
    name: &'e str
) -> PointLightBuilder<'e, Self>
[src]

pub fn update_all_transformations(&mut self)[src]

pub fn add_image_based_light(
    &'e mut self,
    name: &'e str
) -> ImageBasedLightBuilder<'e, Self>
[src]

pub fn register_material<M>(&mut self, name: &str, material: M) -> MaterialRef where
    M: 'static + FullMaterial
[src]

pub fn register_shadow_material<M>(
    &mut self,
    name: &str,
    material: M
) -> ShadowMaterialRef where
    M: 'static + FullMaterial
[src]

pub fn find_material(&self, name: &str) -> Option<MaterialRef>[src]

pub fn register_texture(&mut self, texture: Texture) -> TextureRef[src]

pub fn register_texture_from_data_format<T>(
    &mut self,
    format: LoadDataFormat,
    creation_flags: TextureCreationFlags,
    data: &[T]
) -> Result<TextureRef, Error> where
    T: 'static, 
[src]

pub fn register_image<I>(
    &mut self,
    img: &I,
    creation_flags: TextureCreationFlags
) -> Result<TextureRef, Error> where
    I: Image + Clone
[src]

pub fn register_named_texture_from_data_format<T>(
    &mut self,
    name: &str,
    format: LoadDataFormat,
    creation_flags: TextureCreationFlags,
    data: &[T]
) -> Result<TextureRef, Error> where
    T: 'static, 
[src]

pub fn register_named_image<I>(
    &mut self,
    name: &str,
    img: &I,
    creation_flags: TextureCreationFlags
) -> Result<TextureRef, Error> where
    I: Image + Clone
[src]

pub fn register_sampler(&mut self, sampler: Sampler) -> SamplerRef[src]

pub fn register_named_sampler(
    &mut self,
    name: &str,
    sampler: Sampler
) -> SamplerRef
[src]

pub fn register_cubemap(&mut self, cubemap: CubeMap) -> CubemapRef[src]

pub fn register_named_cubemap(
    &mut self,
    name: &str,
    cubemap: CubeMap
) -> CubemapRef
[src]

pub fn find_named_texture(&self, name: &str) -> Option<TextureRef>[src]

pub fn find_named_cubemap(&self, name: &str) -> Option<CubemapRef>[src]

pub fn find_named_sampler(&self, name: &str) -> Option<SamplerRef>[src]

pub fn load_image<P>(
    &mut self,
    path: P,
    flags: TextureCreationFlags
) -> Result<TextureRef, Error> where
    P: AsRef<Path>, 
[src]

pub fn load_cubemap<P>(
    &mut self,
    path: P,
    flags: TextureCreationFlags
) -> Result<CubemapRef, Error> where
    P: AsRef<Path>, 
[src]

pub fn load_equirectangular_cubemap<P>(
    &mut self,
    path: P,
    flags: TextureCreationFlags,
    color_format: ColorFormat
) -> Result<CubemapRef, Error> where
    P: AsRef<Path>, 
[src]

pub fn load_equirectangular_levels_cubemap<P>(
    &mut self,
    paths: &[P],
    flags: TextureCreationFlags,
    color_format: ColorFormat
) -> Result<CubemapRef, Error> where
    P: AsRef<Path>, 
[src]

pub fn register_vertex_type<T>(&mut self) where
    T: 'static + VertexFormat + Send + Clone + Copy + Debug
[src]

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Implementors

impl<'a, C> CreationContext<'a> for C where
    C: CreationContextExt<'a> + EntitiesExt<'a> + ResourcesExt + ResourcesThreadLocalExt
[src]

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