Struct gdnative_bindings_lily::PrimitiveMesh[][src]

pub struct PrimitiveMesh { /* fields omitted */ }
Expand description

core class PrimitiveMesh inherits Mesh (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

PrimitiveMesh 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

Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.

If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn. This gives the same result as using [constant SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].

The current Material of the primitive mesh.

Sample code is GDScript unless otherwise noted.

Returns mesh arrays used to constitute surface of Mesh. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example:

var c := CylinderMesh.new()
var arr_mesh := ArrayMesh.new()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())

Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices.

If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn. This gives the same result as using [constant SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].

The current Material of the primitive mesh.

Methods from Deref<Target = Mesh>

Calculate a ConvexPolygonShape from the mesh.

Calculate an outline mesh at a defined offset (margin) from the original mesh. Note: This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).

Calculate a ConcavePolygonShape from the mesh.

Generate a TriangleMesh from the mesh.

Returns the smallest [AABB] enclosing this mesh in local space. Not affected by custom_aabb. See also [method VisualInstance.get_transformed_aabb]. Note: This is only implemented for ArrayMesh and PrimitiveMesh.

Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.

Sets a hint to be used for lightmap resolution in BakedLightmap. Overrides [member BakedLightmap.bake_default_texels_per_unit].

Returns the amount of surfaces that the Mesh holds.

Sets a hint to be used for lightmap resolution in BakedLightmap. Overrides [member BakedLightmap.bake_default_texels_per_unit].

Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).

Returns the blend shape arrays for the requested surface.

Returns a Material in a given surface. Surface is rendered using this material.

Sets a Material for a given surface. Surface will be rendered using this material.

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.