[−][src]Struct gdnative::Mesh
core class Mesh
inherits Resource
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
Mesh inherits methods from:
Methods
impl Mesh
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Constants
pub const ARRAY_INDEX: i64
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pub const ARRAY_COMPRESS_TEX_UV2: i64
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pub const ARRAY_COMPRESS_NORMAL: i64
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pub const PRIMITIVE_LINE_STRIP: i64
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pub const PRIMITIVE_POINTS: i64
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pub const ARRAY_COMPRESS_TEX_UV: i64
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pub const PRIMITIVE_TRIANGLE_FAN: i64
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pub const ARRAY_COMPRESS_TANGENT: i64
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pub const ARRAY_COMPRESS_DEFAULT: i64
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pub const ARRAY_FORMAT_BONES: i64
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pub const ARRAY_COMPRESS_BASE: i64
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pub const ARRAY_FORMAT_TEX_UV2: i64
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pub const ARRAY_TANGENT: i64
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pub const PRIMITIVE_LINES: i64
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pub const ARRAY_COMPRESS_COLOR: i64
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pub const ARRAY_FORMAT_INDEX: i64
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pub const ARRAY_FORMAT_WEIGHTS: i64
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pub const PRIMITIVE_LINE_LOOP: i64
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pub const PRIMITIVE_TRIANGLE_STRIP: i64
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pub const ARRAY_COMPRESS_INDEX: i64
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pub const ARRAY_FORMAT_COLOR: i64
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pub const ARRAY_TEX_UV: i64
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pub const BLEND_SHAPE_MODE_RELATIVE: i64
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pub const ARRAY_FORMAT_TEX_UV: i64
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pub const ARRAY_FLAG_USE_16_BIT_BONES: i64
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pub const ARRAY_BONES: i64
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pub const ARRAY_COLOR: i64
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pub const ARRAY_COMPRESS_WEIGHTS: i64
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pub const ARRAY_NORMAL: i64
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pub const PRIMITIVE_TRIANGLES: i64
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pub const BLEND_SHAPE_MODE_NORMALIZED: i64
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pub const ARRAY_COMPRESS_BONES: i64
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pub const ARRAY_FLAG_USE_2D_VERTICES: i64
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pub const ARRAY_FORMAT_VERTEX: i64
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pub const ARRAY_TEX_UV2: i64
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pub const ARRAY_WEIGHTS: i64
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pub const ARRAY_FORMAT_TANGENT: i64
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pub const ARRAY_MAX: i64
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pub const ARRAY_COMPRESS_VERTEX: i64
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pub const ARRAY_FORMAT_NORMAL: i64
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pub const ARRAY_VERTEX: i64
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impl Mesh
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pub fn new_ref(&self) -> Mesh
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Creates a new reference to the same reference-counted object.
pub fn create_convex_shape(&self) -> Option<Shape>
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pub fn create_outline(&self, margin: f64) -> Option<Mesh>
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pub fn create_trimesh_shape(&self) -> Option<Shape>
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pub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>
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pub fn get_faces(&self) -> Vector3Array
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pub fn get_lightmap_size_hint(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_surface_count(&self) -> i64
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pub fn set_lightmap_size_hint(&mut self, size: Vector2D<f32, UnknownUnit>)
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pub fn surface_get_arrays(&self, surf_idx: i64) -> VariantArray
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pub fn surface_get_blend_shape_arrays(&self, surf_idx: i64) -> VariantArray
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pub fn surface_get_material(&self, surf_idx: i64) -> Option<Material>
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Resource>
pub fn new_ref(&self) -> Resource
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Creates a new reference to the same reference-counted object.
pub fn _setup_local_to_scene(&mut self)
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pub fn duplicate(&self, subresources: bool) -> Option<Resource>
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pub fn get_local_scene(&self) -> Option<Node>
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pub fn get_name(&self) -> GodotString
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pub fn get_path(&self) -> GodotString
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pub fn get_rid(&self) -> Rid
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pub fn is_local_to_scene(&self) -> bool
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pub fn set_local_to_scene(&mut self, enable: bool)
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pub fn set_name(&mut self, name: GodotString)
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pub fn set_path(&mut self, path: GodotString)
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pub fn setup_local_to_scene(&mut self)
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pub fn take_over_path(&mut self, path: GodotString)
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pub fn init_ref(&mut self) -> bool
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Inherited from Reference.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for Mesh
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impl Debug for Mesh
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impl Deref for Mesh
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impl DerefMut for Mesh
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impl FromVariant for Mesh
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fn from_variant(variant: &Variant) -> Option<Mesh>
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impl GodotObject for Mesh
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> Mesh
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unsafe fn to_sys(&self) -> *mut c_void
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impl ToVariant for Mesh
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for Mesh
impl !Send for Mesh
impl !Sync for Mesh
impl Unpin for Mesh
impl UnwindSafe for Mesh
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,