[−][src]Struct carambolage::grphx::model::Model
This is the visual representation of a gameobject.
Currently and can consist of seperate Meshes which all are drawn with
on Texture as a color lookup table and Shaderprogram.
Fields
meshes: Vec<Mesh>
shader: Shader
texture: Texture
Methods
impl Model[src]
impl Modelpub fn new(file: &str, palette: &str) -> Model[src]
pub fn new(file: &str, palette: &str) -> ModelCreates a new Model by passing a path to the obj file and a color palette name.
The path to the obj file can be a relative or an absolut path as string. The palette file should be placed into "res/models" relative to the project or bin dir. The passed string for palette would look like this "car_green.png".
pub fn draw(
&self,
model: &Matrix4<f32>,
view: &Matrix4<f32>,
projection: &Matrix4<f32>
)[src]
pub fn draw(
&self,
model: &Matrix4<f32>,
view: &Matrix4<f32>,
projection: &Matrix4<f32>
)This function draws the Model.
Because the basic model has no translation, rotation or scale it needs the model-, view-, and projection matrix as parameter.
pub fn get_min_max(&self) -> (Vector3<f32>, Vector3<f32>)[src]
pub fn get_min_max(&self) -> (Vector3<f32>, Vector3<f32>)Get the minum and maximum x-, y-, and z-coordinates of all vertices in our model.
This could be used to generate a bounding box. This is not an efficient function and does not manage later transformation of any mesh!
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