Struct gdnative_bindings_lily::Texture3D[][src]

pub struct Texture3D { /* fields omitted */ }
Expand description

core class Texture3D inherits TextureLayered (reference counted).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

Texture3D inherits methods from:

Safety

All types in the Godot API have “interior mutability” in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Methods from Deref<Target = TextureLayered>

Creates the Texture3D or TextureArray with specified width, height, and depth. See [enum Image.Format] for format options. See [enum Flags] enumerator for flags options.

Default Arguments

  • flags - 4

Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).

Specifies which [enum Flags] apply to this texture.

Returns the current format being used by this texture. See [enum Image.Format] for details.

Returns the height of the texture. Height is typically represented by the Y-axis.

Returns an Image resource with the data from specified layer.

Returns the width of the texture. Width is typically represented by the X-axis.

Partially sets the data for a specified layer by overwriting using the data of the specified image. x_offset and y_offset determine where the Image is “stamped” over the texture. The image must fit within the texture.

Default Arguments

  • mipmap - 0

Specifies which [enum Flags] apply to this texture.

Sets the data for the specified layer. Data takes the form of a 2-dimensional Image resource.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.