[−][src]Struct gdnative::api::MultiMeshInstance2D
core class MultiMeshInstance2D
inherits Node2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
MultiMeshInstance2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<MultiMeshInstance2D>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ptr::free
, or Ptr::queue_free
if it is a Node
.
Class hierarchy
MultiMeshInstance2D 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 MultiMeshInstance2D
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pub fn new() -> Ref<MultiMeshInstance2D, Unique>
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Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ptr::free
, or preferably
Ptr::queue_free
if it is a Node
.
pub fn multimesh(&self) -> Option<Ref<MultiMesh, Shared>>
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pub fn normal_map(&self) -> Option<Ref<Texture, Shared>>
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pub fn texture(&self) -> Option<Ref<Texture, Shared>>
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pub fn set_multimesh(&self, multimesh: impl AsArg<MultiMesh>)
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pub fn set_normal_map(&self, normal_map: impl AsArg<Texture>)
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pub fn set_texture(&self, texture: impl AsArg<Texture>)
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Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2D<f32, UnknownUnit>)
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pub fn get_angle_to(&self, point: Vector2D<f32, UnknownUnit>) -> f64
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pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>
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pub fn global_rotation(&self) -> f64
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pub fn global_rotation_degrees(&self) -> f64
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pub fn global_scale(&self) -> Vector2D<f32, UnknownUnit>
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pub fn position(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
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&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
pub fn rotation(&self) -> f64
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pub fn rotation_degrees(&self) -> f64
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pub fn scale(&self) -> Vector2D<f32, UnknownUnit>
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pub fn z_index(&self) -> i64
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pub fn global_translate(&self, offset: Vector2D<f32, UnknownUnit>)
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pub fn is_z_relative(&self) -> bool
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pub fn look_at(&self, point: Vector2D<f32, UnknownUnit>)
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pub fn move_local_x(&self, delta: f64, scaled: bool)
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pub fn move_local_y(&self, delta: f64, scaled: bool)
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pub fn rotate(&self, radians: f64)
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pub fn set_global_position(&self, position: Vector2D<f32, UnknownUnit>)
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pub fn set_global_rotation(&self, radians: f64)
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pub fn set_global_rotation_degrees(&self, degrees: f64)
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pub fn set_global_scale(&self, scale: Vector2D<f32, UnknownUnit>)
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pub fn set_global_transform(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
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&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
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pub fn set_rotation(&self, radians: f64)
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pub fn set_rotation_degrees(&self, degrees: f64)
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pub fn set_scale(&self, scale: Vector2D<f32, UnknownUnit>)
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pub fn set_transform(&self, xform: Transform2D<f32, UnknownUnit, UnknownUnit>)
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pub fn set_z_as_relative(&self, enable: bool)
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pub fn set_z_index(&self, z_index: i64)
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pub fn to_global(
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
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&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
pub fn to_local(
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
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&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
pub fn translate(&self, offset: Vector2D<f32, UnknownUnit>)
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Trait Implementations
impl Debug for MultiMeshInstance2D
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impl Deref for MultiMeshInstance2D
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impl DerefMut for MultiMeshInstance2D
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impl GodotObject for MultiMeshInstance2D
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type RefKind = ManuallyManaged
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 MultiMeshInstance2D
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fn construct() -> Ref<MultiMeshInstance2D, Unique>
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impl QueueFree for MultiMeshInstance2D
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<CanvasItem> for MultiMeshInstance2D
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impl SubClass<Node> for MultiMeshInstance2D
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impl SubClass<Node2D> for MultiMeshInstance2D
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impl SubClass<Object> for MultiMeshInstance2D
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Auto Trait Implementations
impl RefUnwindSafe for MultiMeshInstance2D
impl !Send for MultiMeshInstance2D
impl !Sync for MultiMeshInstance2D
impl Unpin for MultiMeshInstance2D
impl UnwindSafe for MultiMeshInstance2D
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>,