[][src]Struct gdnative::Mesh

pub struct Mesh { /* fields omitted */ }

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[src]

Constants

pub const ARRAY_INDEX: i64[src]

pub const ARRAY_COMPRESS_TEX_UV2: i64[src]

pub const ARRAY_COMPRESS_NORMAL: i64[src]

pub const PRIMITIVE_LINE_STRIP: i64[src]

pub const PRIMITIVE_POINTS: i64[src]

pub const ARRAY_COMPRESS_TEX_UV: i64[src]

pub const PRIMITIVE_TRIANGLE_FAN: i64[src]

pub const ARRAY_COMPRESS_TANGENT: i64[src]

pub const ARRAY_COMPRESS_DEFAULT: i64[src]

pub const ARRAY_FORMAT_BONES: i64[src]

pub const ARRAY_COMPRESS_BASE: i64[src]

pub const ARRAY_FORMAT_TEX_UV2: i64[src]

pub const ARRAY_TANGENT: i64[src]

pub const PRIMITIVE_LINES: i64[src]

pub const ARRAY_COMPRESS_COLOR: i64[src]

pub const ARRAY_FORMAT_INDEX: i64[src]

pub const ARRAY_FORMAT_WEIGHTS: i64[src]

pub const PRIMITIVE_LINE_LOOP: i64[src]

pub const PRIMITIVE_TRIANGLE_STRIP: i64[src]

pub const ARRAY_COMPRESS_INDEX: i64[src]

pub const ARRAY_FORMAT_COLOR: i64[src]

pub const ARRAY_TEX_UV: i64[src]

pub const BLEND_SHAPE_MODE_RELATIVE: i64[src]

pub const ARRAY_FORMAT_TEX_UV: i64[src]

pub const ARRAY_FLAG_USE_16_BIT_BONES: i64[src]

pub const ARRAY_BONES: i64[src]

pub const ARRAY_COLOR: i64[src]

pub const ARRAY_COMPRESS_WEIGHTS: i64[src]

pub const ARRAY_NORMAL: i64[src]

pub const PRIMITIVE_TRIANGLES: i64[src]

pub const BLEND_SHAPE_MODE_NORMALIZED: i64[src]

pub const ARRAY_COMPRESS_BONES: i64[src]

pub const ARRAY_FLAG_USE_2D_VERTICES: i64[src]

pub const ARRAY_FORMAT_VERTEX: i64[src]

pub const ARRAY_TEX_UV2: i64[src]

pub const ARRAY_WEIGHTS: i64[src]

pub const ARRAY_FORMAT_TANGENT: i64[src]

pub const ARRAY_MAX: i64[src]

pub const ARRAY_COMPRESS_VERTEX: i64[src]

pub const ARRAY_FORMAT_NORMAL: i64[src]

pub const ARRAY_VERTEX: i64[src]

impl Mesh[src]

pub fn new_ref(&self) -> Mesh[src]

Creates a new reference to the same reference-counted object.

pub fn create_convex_shape(&self) -> Option<Shape>[src]

pub fn create_outline(&self, margin: f64) -> Option<Mesh>[src]

pub fn create_trimesh_shape(&self) -> Option<Shape>[src]

pub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>[src]

pub fn get_faces(&self) -> Vector3Array[src]

pub fn get_lightmap_size_hint(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_surface_count(&self) -> i64[src]

pub fn set_lightmap_size_hint(&mut self, size: Vector2D<f32, UnknownUnit>)[src]

pub fn surface_get_arrays(&self, surf_idx: i64) -> VariantArray[src]

pub fn surface_get_blend_shape_arrays(&self, surf_idx: i64) -> VariantArray[src]

pub fn surface_get_material(&self, surf_idx: i64) -> Option<Material>[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Resource>

pub fn new_ref(&self) -> Resource[src]

Creates a new reference to the same reference-counted object.

pub fn _setup_local_to_scene(&mut self)[src]

pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]

pub fn get_local_scene(&self) -> Option<Node>[src]

pub fn get_name(&self) -> GodotString[src]

pub fn get_path(&self) -> GodotString[src]

pub fn get_rid(&self) -> Rid[src]

pub fn is_local_to_scene(&self) -> bool[src]

pub fn set_local_to_scene(&mut self, enable: bool)[src]

pub fn set_name(&mut self, name: GodotString)[src]

pub fn set_path(&mut self, path: GodotString)[src]

pub fn setup_local_to_scene(&mut self)[src]

pub fn take_over_path(&mut self, path: GodotString)[src]

pub fn init_ref(&mut self) -> bool[src]

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for Mesh[src]

impl Debug for Mesh[src]

impl Deref for Mesh[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for Mesh[src]

impl FromVariant for Mesh[src]

impl GodotObject for Mesh[src]

impl ToVariant for Mesh[src]

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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.