Struct rin_core::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[src]
impl SceneData[src]pub fn load(blend: &File) -> SceneData[src]
pub fn load_groups(
blend: &File,
group_names: &[&str]
) -> Result<SceneData, Error>[src]
blend: &File,
group_names: &[&str]
) -> Result<SceneData, Error>
pub fn load_objects(blend: &File, object_names: &[&str]) -> SceneData[src]
pub fn materials_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Material> + 'a[src]
&'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[src]
&'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[src]
&'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[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Action> + 'a
pub fn skeleton(&self, name: &ObjectId) -> Option<&Skeleton>[src]
pub fn skeletons_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Skeleton> + 'a[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Skeleton> + 'a
pub fn model(&self, name: &ObjectId) -> Option<&Model>[src]
pub fn models_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Model> + 'a[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Model> + 'a
pub fn trimesh(&self, name: &ObjectId) -> Option<&TriMesh>[src]
pub fn trimodel(&self, name: &ObjectId) -> Option<TriModel<'_>>[src]
pub fn trimodels_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = TriModel<'a>> + 'a[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = TriModel<'a>> + 'a
pub fn trimodels(&self) -> impl Iterator<Item = TriModel<'_>>[src]
pub fn texture(&'a self, image: &'a Image) -> Texture<'a>[src]
pub fn lamp(&self, name: &ObjectId) -> Option<&Lamp>[src]
pub fn lamps_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Lamp> + 'a[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Lamp> + 'a
pub fn empty(&self, name: &ObjectId) -> Option<&Empty>[src]
pub fn empties_by_name(
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Empty> + 'a[src]
&'a self,
name: &'a str
) -> impl Iterator<Item = &'a Empty> + 'a
Trait Implementations
impl<'de> Deserialize<'de> for SceneData[src]
impl<'de> Deserialize<'de> for SceneData[src]pub fn deserialize<__D>(
__deserializer: __D
) -> Result<SceneData, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>, [src]
__deserializer: __D
) -> Result<SceneData, <__D as Deserializer<'de>>::Error> where
__D: Deserializer<'de>,
impl Serialize for SceneData[src]
impl Serialize for SceneData[src]pub fn serialize<__S>(
&self,
__serializer: __S
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error> where
__S: Serializer, [src]
&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, [src]
impl<T> DowncastSync for T where
T: Any + Send + Sync, [src]impl<T> Serialize for T where
T: Serialize + ?Sized, [src]
impl<T> Serialize for T where
T: Serialize + ?Sized, [src]pub fn erased_serialize(
&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>[src]
&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[src]
impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>, [src]
T: for<'de> Deserialize<'de>,