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Vertex

Struct Vertex 

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pub struct Vertex { /* private fields */ }
Expand description

Universal vertex structure containing all possible vertex attributes.

Not all fields are used by all vertex formats - the format and material type determine which fields contain valid data. Fields are stored with various compression techniques in the binary format.

§Field Usage by Format

  • Static: position, UVs, normal, tangent, bitangent
  • Weighted: Static fields + bone_indices (2) + weights (2)
  • Cinematic: Static fields + bone_indices (4) + weights (4)
  • Collision: position only
  • Grass: position, UVs, normal, + grass-specific data
  • ClothSim: Similar to Weighted with cloth data

§Compression Notes

When reading from file:

  • Position is often stored as Vector4 of f16 (half-precision)
  • UVs stored as f16
  • Normals/tangents/bitangents stored as u8 normalized vectors
  • Bone weights stored as u8 percentages

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impl Vertex

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pub fn position(&self) -> &Vector4<f32>

3D position of the vertex (x, y, z, w). Often stored as f16 in file, expanded to f32 in memory.

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pub fn texture_coordinate(&self) -> &Vector2<f32>

Primary texture UV coordinates (u, v). Often stored as f16 in file, expanded to f32 in memory.

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pub fn texture_coordinate2(&self) -> &Vector2<f32>

Secondary texture UV coordinates (u, v) for multi-texturing. Often stored as f16 in file, expanded to f32 in memory.

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pub fn normal(&self) -> &Vector4<f32>

Vertex normal vector for lighting calculations (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn tangent(&self) -> &Vector4<f32>

Tangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn bitangent(&self) -> &Vector4<f32>

Bitangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn color(&self) -> &Vector4<f32>

Vertex color (r, g, b, a). Typically unused in modern rendering (textures used instead).

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pub fn bone_indices(&self) -> &Vector4<u8>

Bone indices for skeletal animation (up to 4 bones). For Weighted format: only first 2 are used. For Cinematic format: all 4 are used.

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pub fn weights(&self) -> &Vector4<f32>

Bone weights for skeletal animation (up to 4 weights, should sum to 1.0). Often stored as u8 percentages in file, expanded to f32 in memory.

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pub fn uk_1(&self) -> &Vector4<u8>

Unknown field (version 8+ only, purpose undocumented).

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impl Vertex

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pub fn position_mut(&mut self) -> &mut Vector4<f32>

3D position of the vertex (x, y, z, w). Often stored as f16 in file, expanded to f32 in memory.

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pub fn texture_coordinate_mut(&mut self) -> &mut Vector2<f32>

Primary texture UV coordinates (u, v). Often stored as f16 in file, expanded to f32 in memory.

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pub fn texture_coordinate2_mut(&mut self) -> &mut Vector2<f32>

Secondary texture UV coordinates (u, v) for multi-texturing. Often stored as f16 in file, expanded to f32 in memory.

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pub fn normal_mut(&mut self) -> &mut Vector4<f32>

Vertex normal vector for lighting calculations (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn tangent_mut(&mut self) -> &mut Vector4<f32>

Tangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn bitangent_mut(&mut self) -> &mut Vector4<f32>

Bitangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn color_mut(&mut self) -> &mut Vector4<f32>

Vertex color (r, g, b, a). Typically unused in modern rendering (textures used instead).

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pub fn bone_indices_mut(&mut self) -> &mut Vector4<u8>

Bone indices for skeletal animation (up to 4 bones). For Weighted format: only first 2 are used. For Cinematic format: all 4 are used.

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pub fn weights_mut(&mut self) -> &mut Vector4<f32>

Bone weights for skeletal animation (up to 4 weights, should sum to 1.0). Often stored as u8 percentages in file, expanded to f32 in memory.

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pub fn uk_1_mut(&mut self) -> &mut Vector4<u8>

Unknown field (version 8+ only, purpose undocumented).

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impl Vertex

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pub fn set_position(&mut self, val: Vector4<f32>) -> &mut Self

3D position of the vertex (x, y, z, w). Often stored as f16 in file, expanded to f32 in memory.

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pub fn set_texture_coordinate(&mut self, val: Vector2<f32>) -> &mut Self

Primary texture UV coordinates (u, v). Often stored as f16 in file, expanded to f32 in memory.

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pub fn set_texture_coordinate2(&mut self, val: Vector2<f32>) -> &mut Self

Secondary texture UV coordinates (u, v) for multi-texturing. Often stored as f16 in file, expanded to f32 in memory.

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pub fn set_normal(&mut self, val: Vector4<f32>) -> &mut Self

Vertex normal vector for lighting calculations (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn set_tangent(&mut self, val: Vector4<f32>) -> &mut Self

Tangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn set_bitangent(&mut self, val: Vector4<f32>) -> &mut Self

Bitangent vector for normal mapping (x, y, z, w). Often stored as u8 normalized in file, expanded to f32 in memory.

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pub fn set_color(&mut self, val: Vector4<f32>) -> &mut Self

Vertex color (r, g, b, a). Typically unused in modern rendering (textures used instead).

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pub fn set_bone_indices(&mut self, val: Vector4<u8>) -> &mut Self

Bone indices for skeletal animation (up to 4 bones). For Weighted format: only first 2 are used. For Cinematic format: all 4 are used.

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pub fn set_weights(&mut self, val: Vector4<f32>) -> &mut Self

Bone weights for skeletal animation (up to 4 weights, should sum to 1.0). Often stored as u8 percentages in file, expanded to f32 in memory.

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pub fn set_uk_1(&mut self, val: Vector4<u8>) -> &mut Self

Unknown field (version 8+ only, purpose undocumented).

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impl Vertex

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pub fn read<R: ReadBytes>( data: &mut R, version: u32, vtype: VertexFormat, mtype: MaterialType, ) -> Result<Self>

Reads a vertex from binary data based on the vertex format and material type.

Different combinations of vertex format and material type have different binary layouts. This function dispatches to the appropriate reading logic based on the format/material combination.

§Arguments
  • data - Binary data source.
  • version - RigidModel version (affects layout for some formats).
  • vtype - Vertex format specifying the data layout.
  • mtype - Material type (affects layout for static vertices).
§Errors

Returns an error if:

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pub fn write<W: WriteBytes>( &self, data: &mut W, version: u32, vtype: VertexFormat, mtype: MaterialType, ) -> Result<()>

Writes a vertex to binary data based on the vertex format and material type.

Different combinations of vertex format and material type have different binary layouts. This function dispatches to the appropriate writing logic based on the format/material combination.

§Arguments
  • data - Output buffer.
  • version - RigidModel version (affects layout for some formats).
  • vtype - Vertex format specifying the data layout.
  • mtype - Material type (affects layout for static vertices).
§Errors

Returns an error if:

Trait Implementations§

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impl Clone for Vertex

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fn clone(&self) -> Vertex

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vertex

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Vertex

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fn default() -> Vertex

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Vertex

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for Vertex

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fn eq(&self, other: &Vertex) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for Vertex

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for Vertex

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<SS, SP> SupersetOf<SS> for SP
where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

The inclusion map: converts self to the equivalent element of its superset.
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where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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type Error = Infallible

The type returned in the event of a conversion error.
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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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Performs the conversion.
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where T: for<'de> Deserialize<'de>,

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where T: 'static + Clone + PartialEq + Debug,