Struct gdnative_bindings_lily::MeshDataTool [−][src]
pub struct MeshDataTool { /* fields omitted */ }
Expand description
core class MeshDataTool
inherits Reference
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
MeshDataTool 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
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Adds a new surface to specified Mesh with edited data.
Returns the number of edges in this Mesh.
Returns array of faces that touch given edge.
Returns meta information assigned to given edge.
Returns index of specified vertex connected to given edge. Vertex argument can only be 0 or 1 because edges are comprised of two vertices.
Returns the number of faces in this Mesh.
Returns specified edge associated with given face. Edge argument must 2 or less because a face only has three edges.
Returns the metadata associated with the given face.
Calculates and returns the face normal of the given face.
Returns the specified vertex of the given face. Vertex argument must be 2 or less because faces contain three vertices.
Returns the Mesh’s format. Format is an integer made up of Mesh format flags combined together. For example, a mesh containing both vertices and normals would return a format of 3
because [constant ArrayMesh.ARRAY_FORMAT_VERTEX] is 1
and [constant ArrayMesh.ARRAY_FORMAT_NORMAL] is 2
.
See [enum ArrayMesh.ArrayFormat] for a list of format flags.
Returns the material assigned to the Mesh.
Returns the vertex at given index.
Returns the bones of the given vertex.
Returns the color of the given vertex.
Returns the total number of vertices in Mesh.
Returns an array of edges that share the given vertex.
Returns an array of faces that share the given vertex.
Returns the metadata associated with the given vertex.
Returns the normal of the given vertex.
Returns the tangent of the given vertex.
Returns the UV of the given vertex.
Returns the UV2 of the given vertex.
Returns bone weights of the given vertex.
Sets the metadata of the given edge.
Sets the metadata of the given face.
Sets the material to be used by newly-constructed Mesh.
Sets the position of the given vertex.
Sets the bones of the given vertex.
Sets the color of the given vertex.
Sets the metadata associated with the given vertex.
Sets the normal of the given vertex.
Sets the tangent of the given vertex.
Sets the UV of the given vertex.
Sets the UV2 of the given vertex.
Sets the bone weights of the given vertex.
Methods from Deref<Target = Reference>
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for MeshDataTool
impl !Send for MeshDataTool
impl !Sync for MeshDataTool
impl Unpin for MeshDataTool
impl UnwindSafe for MeshDataTool