SourceClass Mesh
from egui import Meshclass Mesh:Textured triangles in two dimensions.
Properties§
@property
def indices(self, /) -> list[int]§
@indices.setter
def indices(self, /, indices: Sequence[int]) -> None§
@property
def texture_id(self, /) -> TextureId§
@texture_id.setter
def texture_id(self, /, texture_id: TextureId) -> None§
Methods§
Sourcedef add_colored_rect(self, /, rect: Rect, color: Color32) -> None§
Uniformly colored rectangle.
Sourcedef add_rect_with_uv(self, /, rect: Rect, uv: Rect, color: Color32) -> None§
Rectangle with a texture and color.
Sourcedef add_triangle(self, /, a: int, b: int, c: int) -> None§
Add a triangle.
Sourcedef append(self, /, other: Mesh) -> None§
Append all the indices and vertices of other to self.
Panics when other mesh has a different texture.
Sourcedef append_ref(self, /, other: Mesh) -> None§
Append all the indices and vertices of other to self without
taking ownership.
Panics when other mesh has a different texture.
Sourcedef bytes_used(self, /) -> int§
Returns the amount of memory used by the vertices and indices.
Sourcedef calc_bounds(self, /) -> Rect§
Calculate a bounding rectangle.
Sourcedef clear(self, /) -> None§
Restore to default state, but without freeing memory.
Sourcedef colored_vertex(self, /, pos: Pos2, color: Color32) -> None§
Add a colored vertex.
Panics when the mesh has assigned a texture.
@staticmethod
def default() -> Mesh§
Sourcedef is_empty(self, /) -> bool§
Sourcedef is_valid(self, /) -> bool§
Are all indices within the bounds of the contained vertices?
Sourcedef reserve_triangles(self, /, additional_triangles: int) -> None§
Make room for this many additional triangles (will reserve 3x as many indices).
See also reserve_vertices.
Sourcedef reserve_vertices(self, /, additional: int) -> None§
Make room for this many additional vertices.
See also reserve_triangles.
Sourcedef rotate(self, /, angle: float, origin: Pos2) -> None§
Rotate by some angle about an origin, in-place.
Origin is a position in screen space.
Sourcedef split_to_u16(self, /) -> list[Mesh16]§
This is for platforms that only support 16-bit index buffers.
Splits this mesh into many smaller meshes (if needed) where the smaller meshes have 16-bit indices.
Sourcedef transform(self, /, transform: TSTransform) -> None§
Transform the mesh in-place with the given transform.
Sourcedef translate(self, /, delta: Vec2) -> None§
Translate location by this much, in-place
Sourcedef triangles(self, /) -> list[tuple[int, int, int]]§
Iterate over the triangles of this mesh, returning vertex indices.