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.

Clears all data currently in MeshDataTool.

Adds a new surface to specified Mesh with edited data.

Uses specified surface of given Mesh to populate data for MeshDataTool. Requires Mesh with primitive type [constant Mesh.PRIMITIVE_TRIANGLES].

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>

Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.