[][src]Struct gdnative_bindings::NavigationMesh

pub struct NavigationMesh { /* fields omitted */ }

core class NavigationMesh inherits Resource (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

NavigationMesh inherits methods from:

Methods

impl NavigationMesh[src]

Constants

impl NavigationMesh[src]

pub fn new() -> Self[src]

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

pub fn _get_polygons(&self) -> VariantArray[src]

pub fn _set_polygons(&mut self, polygons: VariantArray)[src]

pub fn add_polygon(&mut self, polygon: Int32Array)[src]

pub fn clear_polygons(&mut self)[src]

pub fn create_from_mesh(&mut self, mesh: Option<Mesh>)[src]

pub fn get_agent_height(&self) -> f64[src]

pub fn get_agent_max_climb(&self) -> f64[src]

pub fn get_agent_max_slope(&self) -> f64[src]

pub fn get_agent_radius(&mut self) -> f64[src]

pub fn get_cell_height(&self) -> f64[src]

pub fn get_cell_size(&self) -> f64[src]

pub fn get_detail_sample_distance(&self) -> f64[src]

pub fn get_detail_sample_max_error(&self) -> f64[src]

pub fn get_edge_max_error(&self) -> f64[src]

pub fn get_edge_max_length(&self) -> f64[src]

pub fn get_filter_ledge_spans(&self) -> bool[src]

pub fn get_filter_low_hanging_obstacles(&self) -> bool[src]

pub fn get_filter_walkable_low_height_spans(&self) -> bool[src]

pub fn get_polygon(&mut self, idx: i64) -> Int32Array[src]

pub fn get_polygon_count(&self) -> i64[src]

pub fn get_region_merge_size(&self) -> f64[src]

pub fn get_region_min_size(&self) -> f64[src]

pub fn get_sample_partition_type(&self) -> i64[src]

pub fn get_vertices(&self) -> Vector3Array[src]

pub fn get_verts_per_poly(&self) -> f64[src]

pub fn set_agent_height(&mut self, agent_height: f64)[src]

pub fn set_agent_max_climb(&mut self, agent_max_climb: f64)[src]

pub fn set_agent_max_slope(&mut self, agent_max_slope: f64)[src]

pub fn set_agent_radius(&mut self, agent_radius: f64)[src]

pub fn set_cell_height(&mut self, cell_height: f64)[src]

pub fn set_cell_size(&mut self, cell_size: f64)[src]

pub fn set_detail_sample_distance(&mut self, detail_sample_dist: f64)[src]

pub fn set_detail_sample_max_error(&mut self, detail_sample_max_error: f64)[src]

pub fn set_edge_max_error(&mut self, edge_max_error: f64)[src]

pub fn set_edge_max_length(&mut self, edge_max_length: f64)[src]

pub fn set_filter_ledge_spans(&mut self, filter_ledge_spans: bool)[src]

pub fn set_filter_low_hanging_obstacles(
    &mut self,
    filter_low_hanging_obstacles: bool
)
[src]

pub fn set_filter_walkable_low_height_spans(
    &mut self,
    filter_walkable_low_height_spans: bool
)
[src]

pub fn set_region_merge_size(&mut self, region_merge_size: f64)[src]

pub fn set_region_min_size(&mut self, region_min_size: f64)[src]

pub fn set_sample_partition_type(&mut self, sample_partition_type: i64)[src]

pub fn set_vertices(&mut self, vertices: Vector3Array)[src]

pub fn set_verts_per_poly(&mut self, verts_per_poly: f64)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Methods from Deref<Target = Resource>

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

pub fn _setup_local_to_scene(&mut self)[src]

pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]

pub fn get_local_scene(&self) -> Option<Node>[src]

pub fn get_name(&self) -> GodotString[src]

pub fn get_path(&self) -> GodotString[src]

pub fn get_rid(&self) -> Rid[src]

pub fn is_local_to_scene(&self) -> bool[src]

pub fn set_local_to_scene(&mut self, enable: bool)[src]

pub fn set_name(&mut self, name: GodotString)[src]

pub fn set_path(&mut self, path: GodotString)[src]

pub fn setup_local_to_scene(&mut self)[src]

pub fn take_over_path(&mut self, path: GodotString)[src]

pub fn init_ref(&mut self) -> bool[src]

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Trait Implementations

impl Clone for NavigationMesh[src]

impl Debug for NavigationMesh[src]

impl Deref for NavigationMesh[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for NavigationMesh[src]

impl Drop for NavigationMesh[src]

impl FromVariant for NavigationMesh[src]

impl GodotObject for NavigationMesh[src]

impl Instanciable for NavigationMesh[src]

impl ToVariant for NavigationMesh[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.