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.
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 PrimitiveMesh
impl !Send for PrimitiveMesh
impl !Sync for PrimitiveMesh
impl Unpin for PrimitiveMesh
impl UnwindSafe for PrimitiveMesh