[−][src]Struct gdnative::api::ArrayMesh
core class ArrayMesh
inherits Mesh
(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
ArrayMesh 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
impl ArrayMesh
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Constants
pub const ARRAY_BONES: i64
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pub const ARRAY_COLOR: i64
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pub const ARRAY_FORMAT_BONES: i64
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pub const ARRAY_FORMAT_COLOR: i64
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pub const ARRAY_FORMAT_INDEX: i64
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pub const ARRAY_FORMAT_NORMAL: i64
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pub const ARRAY_FORMAT_TANGENT: i64
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pub const ARRAY_FORMAT_TEX_UV: i64
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pub const ARRAY_FORMAT_TEX_UV2: i64
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pub const ARRAY_FORMAT_VERTEX: i64
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pub const ARRAY_FORMAT_WEIGHTS: i64
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pub const ARRAY_INDEX: i64
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pub const ARRAY_MAX: i64
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pub const ARRAY_NORMAL: i64
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pub const ARRAY_TANGENT: i64
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pub const ARRAY_TEX_UV: i64
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pub const ARRAY_TEX_UV2: i64
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pub const ARRAY_VERTEX: i64
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pub const ARRAY_WEIGHTS: i64
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pub const ARRAY_WEIGHTS_SIZE: i64
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pub const NO_INDEX_ARRAY: i64
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impl ArrayMesh
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pub fn new() -> Ref<ArrayMesh, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_blend_shape(&self, name: impl Into<GodotString>)
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pub fn add_surface_from_arrays(
&self,
primitive: i64,
arrays: VariantArray<Shared>,
blend_shapes: VariantArray<Shared>,
compress_flags: i64
)
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&self,
primitive: i64,
arrays: VariantArray<Shared>,
blend_shapes: VariantArray<Shared>,
compress_flags: i64
)
pub fn clear_blend_shapes(&self)
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pub fn get_blend_shape_count(&self) -> i64
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pub fn blend_shape_mode(&self) -> BlendShapeMode
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pub fn get_blend_shape_name(&self, index: i64) -> GodotString
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pub fn custom_aabb(&self) -> Aabb
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pub fn lightmap_unwrap(
&self,
transform: Transform,
texel_size: f64
) -> Result<(), GodotError>
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&self,
transform: Transform,
texel_size: f64
) -> Result<(), GodotError>
pub fn regen_normalmaps(&self)
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pub fn set_blend_shape_mode(&self, mode: i64)
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pub fn set_custom_aabb(&self, aabb: Aabb)
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pub fn surface_find_by_name(&self, name: impl Into<GodotString>) -> i64
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pub fn surface_get_array_index_len(&self, surf_idx: i64) -> i64
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pub fn surface_get_array_len(&self, surf_idx: i64) -> i64
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pub fn surface_get_format(&self, surf_idx: i64) -> i64
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pub fn surface_get_name(&self, surf_idx: i64) -> GodotString
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pub fn surface_get_primitive_type(&self, surf_idx: i64) -> PrimitiveType
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pub fn surface_remove(&self, surf_idx: i64)
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pub fn surface_set_name(&self, surf_idx: i64, name: impl Into<GodotString>)
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pub fn surface_update_region(
&self,
surf_idx: i64,
offset: i64,
data: TypedArray<u8>
)
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&self,
surf_idx: i64,
offset: i64,
data: TypedArray<u8>
)
Methods from Deref<Target = Mesh>
pub const ARRAY_BONES: i64
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pub const ARRAY_COLOR: i64
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pub const ARRAY_COMPRESS_BASE: i64
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pub const ARRAY_COMPRESS_BONES: i64
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pub const ARRAY_COMPRESS_COLOR: i64
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pub const ARRAY_COMPRESS_DEFAULT: i64
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pub const ARRAY_COMPRESS_INDEX: i64
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pub const ARRAY_COMPRESS_NORMAL: i64
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pub const ARRAY_COMPRESS_TANGENT: i64
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pub const ARRAY_COMPRESS_TEX_UV: i64
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pub const ARRAY_COMPRESS_TEX_UV2: i64
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pub const ARRAY_COMPRESS_VERTEX: i64
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pub const ARRAY_COMPRESS_WEIGHTS: i64
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pub const ARRAY_FLAG_USE_16_BIT_BONES: i64
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pub const ARRAY_FLAG_USE_2D_VERTICES: i64
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pub const ARRAY_FORMAT_BONES: i64
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pub const ARRAY_FORMAT_COLOR: i64
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pub const ARRAY_FORMAT_INDEX: i64
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pub const ARRAY_FORMAT_NORMAL: i64
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pub const ARRAY_FORMAT_TANGENT: i64
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pub const ARRAY_FORMAT_TEX_UV: i64
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pub const ARRAY_FORMAT_TEX_UV2: i64
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pub const ARRAY_FORMAT_VERTEX: i64
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pub const ARRAY_FORMAT_WEIGHTS: i64
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pub const ARRAY_INDEX: i64
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pub const ARRAY_MAX: i64
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pub const ARRAY_NORMAL: i64
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pub const ARRAY_TANGENT: i64
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pub const ARRAY_TEX_UV: i64
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pub const ARRAY_TEX_UV2: i64
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pub const ARRAY_VERTEX: i64
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pub const ARRAY_WEIGHTS: i64
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pub const BLEND_SHAPE_MODE_NORMALIZED: i64
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pub const BLEND_SHAPE_MODE_RELATIVE: i64
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pub const PRIMITIVE_LINES: i64
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pub const PRIMITIVE_LINE_LOOP: 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 PRIMITIVE_TRIANGLES: i64
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pub const PRIMITIVE_TRIANGLE_FAN: i64
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pub const PRIMITIVE_TRIANGLE_STRIP: i64
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pub fn create_convex_shape(&self) -> Option<Ref<Shape, Shared>>
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pub fn create_outline(&self, margin: f64) -> Option<Ref<Mesh, Shared>>
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pub fn create_trimesh_shape(&self) -> Option<Ref<Shape, Shared>>
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pub fn generate_triangle_mesh(&self) -> Option<Ref<TriangleMesh, Shared>>
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pub fn get_aabb(&self) -> Aabb
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pub fn get_faces(&self) -> TypedArray<Vector3D<f32, UnknownUnit>>
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pub fn 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(&self, size: Vector2D<f32, UnknownUnit>)
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pub fn surface_get_arrays(&self, surf_idx: i64) -> VariantArray<Shared>
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pub fn surface_get_blend_shape_arrays(
&self,
surf_idx: i64
) -> VariantArray<Shared>
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&self,
surf_idx: i64
) -> VariantArray<Shared>
pub fn surface_get_material(
&self,
surf_idx: i64
) -> Option<Ref<Material, Shared>>
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&self,
surf_idx: i64
) -> Option<Ref<Material, Shared>>
pub fn surface_set_material(
&self,
surf_idx: i64,
material: impl AsArg<Material>
)
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&self,
surf_idx: i64,
material: impl AsArg<Material>
)
Trait Implementations
impl Debug for ArrayMesh
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impl Deref for ArrayMesh
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impl DerefMut for ArrayMesh
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impl GodotObject for ArrayMesh
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type RefKind = 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. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for ArrayMesh
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impl SubClass<Mesh> for ArrayMesh
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impl SubClass<Object> for ArrayMesh
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impl SubClass<Reference> for ArrayMesh
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impl SubClass<Resource> for ArrayMesh
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Auto Trait Implementations
impl RefUnwindSafe for ArrayMesh
impl !Send for ArrayMesh
impl !Sync for ArrayMesh
impl Unpin for ArrayMesh
impl UnwindSafe for ArrayMesh
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,