[−][src]Struct gdnative::api::MeshTexture
core class MeshTexture
inherits Texture
(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
MeshTexture 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 MeshTexture
[src]
pub fn new() -> Ref<MeshTexture, Unique>
[src]
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn base_texture(&self) -> Option<Ref<Texture, Shared>>
[src]
pub fn image_size(&self) -> Vector2D<f32, UnknownUnit>
[src]
pub fn mesh(&self) -> Option<Ref<Mesh, Shared>>
[src]
pub fn set_base_texture(&self, texture: impl AsArg<Texture>)
[src]
pub fn set_image_size(&self, size: Vector2D<f32, UnknownUnit>)
[src]
pub fn set_mesh(&self, mesh: impl AsArg<Mesh>)
[src]
Methods from Deref<Target = Texture>
pub const FLAGS_DEFAULT: i64
[src]
pub const FLAG_ANISOTROPIC_FILTER: i64
[src]
pub const FLAG_CONVERT_TO_LINEAR: i64
[src]
pub const FLAG_FILTER: i64
[src]
pub const FLAG_MIPMAPS: i64
[src]
pub const FLAG_MIRRORED_REPEAT: i64
[src]
pub const FLAG_REPEAT: i64
[src]
pub const FLAG_VIDEO_SURFACE: i64
[src]
pub fn draw(
&self,
canvas_item: Rid,
position: Vector2D<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>
)
[src]
&self,
canvas_item: Rid,
position: Vector2D<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>
)
pub fn draw_rect(
&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>
)
[src]
&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>
)
pub fn draw_rect_region(
&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
src_rect: Rect<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
clip_uv: bool
)
[src]
&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
src_rect: Rect<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
clip_uv: bool
)
pub fn get_data(&self) -> Option<Ref<Image, Shared>>
[src]
pub fn flags(&self) -> i64
[src]
pub fn get_height(&self) -> i64
[src]
pub fn get_size(&self) -> Vector2D<f32, UnknownUnit>
[src]
pub fn get_width(&self) -> i64
[src]
pub fn has_alpha(&self) -> bool
[src]
pub fn set_flags(&self, flags: i64)
[src]
Trait Implementations
impl Debug for MeshTexture
[src]
impl Deref for MeshTexture
[src]
impl DerefMut for MeshTexture
[src]
impl GodotObject for MeshTexture
[src]
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
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Instanciable for MeshTexture
[src]
fn construct() -> Ref<MeshTexture, Unique>
[src]
impl SubClass<Object> for MeshTexture
[src]
impl SubClass<Reference> for MeshTexture
[src]
impl SubClass<Resource> for MeshTexture
[src]
impl SubClass<Texture> for MeshTexture
[src]
Auto Trait Implementations
impl RefUnwindSafe for MeshTexture
impl !Send for MeshTexture
impl !Sync for MeshTexture
impl Unpin for MeshTexture
impl UnwindSafe for MeshTexture
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,