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

core class SurfaceTool inherits Reference (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

SurfaceTool 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 Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

source§

impl SurfaceTool

source

pub fn new() -> Ref<Self, Unique>

Creates a new instance of this object.

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

source

pub fn add_bones(&self, bones: PoolArray<i32>)

Specifies an array of bones to use for the next vertex. bones must contain 4 integers.

source

pub fn add_color(&self, color: Color)

Specifies a Color to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all. Note: The material must have SpatialMaterial.vertex_color_use_as_albedo enabled for the vertex color to be visible.

source

pub fn add_index(&self, index: i64)

Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.

source

pub fn add_normal(&self, normal: Vector3)

Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.

source

pub fn add_smooth_group(&self, smooth: bool)

Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.

source

pub fn add_tangent(&self, tangent: Plane)

Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.

source

pub fn add_triangle_fan(
    &self,
    vertices: PoolArray<Vector3>,
    uvs: PoolArray<Vector2>,
    colors: PoolArray<Color>,
    uv2s: PoolArray<Vector2>,
    normals: PoolArray<Vector3>,
    tangents: VariantArray
)

Inserts a triangle fan made of array data into Mesh being constructed. Requires the primitive type be set to Mesh.PRIMITIVE_TRIANGLES.

Default Arguments
  • uvs - PoolVector2Array( )
  • colors - PoolColorArray( )
  • uv2s - PoolVector2Array( )
  • normals - PoolVector3Array( )
  • tangents - [ ]
source

pub fn add_uv(&self, uv: Vector2)

Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.

source

pub fn add_uv2(&self, uv2: Vector2)

Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.

source

pub fn add_vertex(&self, vertex: Vector3)

Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).

source

pub fn add_weights(&self, weights: PoolArray<f32>)

Specifies weight values to use for the next vertex. weights must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.

source

pub fn append_from(
    &self,
    existing: impl AsArg<Mesh>,
    surface: i64,
    transform: Transform
)

Append vertices from a given Mesh surface onto the current vertex array with specified Transform. Note: Using append_from on a Thread is much slower as the GPU must communicate data back to the CPU, while also causing the main thread to stall (as OpenGL is not thread-safe). Consider requesting a copy of the mesh, converting it to an ArrayMesh and adding vertices manually instead.

source

pub fn begin(&self, primitive: i64)

Called before adding any vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).

source

pub fn clear(&self)

Clear all information passed into the surface tool so far.

source

pub fn commit(
    &self,
    existing: impl AsArg<ArrayMesh>,
    flags: i64
) -> Option<Ref<ArrayMesh, Shared>>

Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh. Default flag is Mesh.ARRAY_COMPRESS_DEFAULT if compression is enabled. If compression is disabled the default flag is Mesh.ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION. See ARRAY_COMPRESS_* constants in [enum Mesh.ArrayFormat] for other flags.

Default Arguments
  • existing - null
  • flags - 2194432
source

pub fn commit_to_arrays(&self) -> VariantArray

Commits the data to the same format used by ArrayMesh.add_surface_from_arrays. This way you can further process the mesh data using the ArrayMesh API.

source

pub fn create_from(&self, existing: impl AsArg<Mesh>, surface: i64)

Creates a vertex array from an existing Mesh.

source

pub fn create_from_blend_shape(
    &self,
    existing: impl AsArg<Mesh>,
    surface: i64,
    blend_shape: impl Into<GodotString>
)

Creates a vertex array from the specified blend shape of an existing Mesh. This can be used to extract a specific pose from a blend shape.

source

pub fn deindex(&self)

Removes the index array by expanding the vertex array.

source

pub fn generate_normals(&self, flip: bool)

Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted. generate_normals should be called after generating geometry and before committing the mesh using commit or commit_to_arrays. For correct display of normal-mapped surfaces, you will also have to generate tangents using generate_tangents. Note: generate_normals only works if the primitive type to be set to Mesh.PRIMITIVE_TRIANGLES.

Default Arguments
  • flip - false
source

pub fn generate_tangents(&self)

Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see generate_normals).

source

pub fn index(&self)

Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.

source

pub fn set_material(&self, material: impl AsArg<Material>)

Sets Material to be used by the Mesh you are constructing.

Methods from Deref<Target = Object>§

source

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments
  • arguments - [ ]
source

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

source

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

source

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

source

pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

source

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to connect and parameters used when calling emit_signal:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
  • binds - [ ]
  • flags - 0
source

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

source

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
source

pub fn get(&self, property: impl Into<GodotString>) -> Variant

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

source

pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

source

pub fn get_incoming_connections(&self) -> VariantArray

Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.
source

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

source

pub fn get_instance_id(&self) -> i64

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

source

pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
source

pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

source

pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

source

pub fn get_property_list(&self) -> VariantArray

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

source

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

source

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

source

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

source

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

source

pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

source

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

source

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

source

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

source

pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

source

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool

Returns true if a connection exists for a given signal, target, and method.

source

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

source

pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false
source

pub fn property_list_changed_notify(&self)

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

source

pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

source

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

source

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

source

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

source

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
source

pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

source

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

source

pub fn set_script(&self, script: impl AsArg<Reference>)

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init][Self::_init] method will be called.

source

pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

source

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations§

source§

impl Debug for SurfaceTool

source§

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

Formats the value using the given formatter. Read more
source§

impl Deref for SurfaceTool

§

type Target = Reference

The resulting type after dereferencing.
source§

fn deref(&self) -> &Reference

Dereferences the value.
source§

impl DerefMut for SurfaceTool

source§

fn deref_mut(&mut self) -> &mut Reference

Mutably dereferences the value.
source§

impl GodotObject for SurfaceTool

§

type Memory = RefCounted

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

fn class_name() -> &'static str

source§

fn null() -> Null<Self>

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

fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

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

fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
source§

fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

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

unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

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

unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

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

unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

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

unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

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
source§

unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

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
source§

impl Instanciable for SurfaceTool

source§

impl Sealed for SurfaceTool

source§

impl SubClass<Object> for SurfaceTool

source§

impl SubClass<Reference> for SurfaceTool

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

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

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

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

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

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

source§

impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> SubClass<T> for Twhere
    T: GodotObject,