[][src]Struct gdnative_bindings::PrimitiveMesh

pub struct PrimitiveMesh { /* fields omitted */ }

core class PrimitiveMesh inherits Mesh (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

PrimitiveMesh inherits methods from:

Methods

impl PrimitiveMesh[src]

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

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

pub fn _update(&self)[src]

pub fn get_custom_aabb(&self) -> Aabb[src]

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

pub fn get_material(&self) -> Option<Material>[src]

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

pub fn set_custom_aabb(&mut self, aabb: Aabb)[src]

pub fn set_flip_faces(&mut self, flip_faces: bool)[src]

pub fn set_material(&mut self, material: Option<Material>)[src]

pub fn to_mesh(&self) -> Mesh[src]

Up-cast.

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 = Mesh>

pub const ARRAY_WEIGHTS: i64[src]

pub const ARRAY_FORMAT_BONES: i64[src]

pub const ARRAY_FORMAT_TEX_UV2: i64[src]

pub const ARRAY_COMPRESS_COLOR: i64[src]

pub const ARRAY_COMPRESS_TEX_UV2: i64[src]

pub const ARRAY_COMPRESS_VERTEX: i64[src]

pub const ARRAY_FORMAT_VERTEX: i64[src]

pub const ARRAY_FORMAT_TANGENT: i64[src]

pub const PRIMITIVE_LINE_LOOP: i64[src]

pub const ARRAY_FLAG_USE_16_BIT_BONES: i64[src]

pub const PRIMITIVE_TRIANGLES: i64[src]

pub const ARRAY_FORMAT_WEIGHTS: i64[src]

pub const ARRAY_COMPRESS_BASE: i64[src]

pub const ARRAY_COMPRESS_TANGENT: i64[src]

pub const BLEND_SHAPE_MODE_RELATIVE: i64[src]

pub const ARRAY_NORMAL: i64[src]

pub const ARRAY_TANGENT: i64[src]

pub const ARRAY_COMPRESS_BONES: i64[src]

pub const ARRAY_FORMAT_INDEX: i64[src]

pub const ARRAY_COMPRESS_INDEX: i64[src]

pub const ARRAY_FORMAT_NORMAL: i64[src]

pub const ARRAY_TEX_UV2: i64[src]

pub const ARRAY_VERTEX: i64[src]

pub const PRIMITIVE_LINES: i64[src]

pub const ARRAY_FLAG_USE_2D_VERTICES: i64[src]

pub const PRIMITIVE_TRIANGLE_FAN: i64[src]

pub const ARRAY_BONES: i64[src]

pub const ARRAY_COLOR: i64[src]

pub const ARRAY_COMPRESS_TEX_UV: i64[src]

pub const ARRAY_COMPRESS_DEFAULT: i64[src]

pub const ARRAY_COMPRESS_WEIGHTS: i64[src]

pub const ARRAY_TEX_UV: i64[src]

pub const PRIMITIVE_LINE_STRIP: i64[src]

pub const ARRAY_FORMAT_COLOR: i64[src]

pub const PRIMITIVE_POINTS: i64[src]

pub const ARRAY_FORMAT_TEX_UV: i64[src]

pub const ARRAY_MAX: i64[src]

pub const BLEND_SHAPE_MODE_NORMALIZED: i64[src]

pub const ARRAY_INDEX: i64[src]

pub const PRIMITIVE_TRIANGLE_STRIP: i64[src]

pub const ARRAY_COMPRESS_NORMAL: i64[src]

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

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

pub fn create_convex_shape(&self) -> Option<Shape>[src]

pub fn create_outline(&self, margin: f64) -> Option<Mesh>[src]

pub fn create_trimesh_shape(&self) -> Option<Shape>[src]

pub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>[src]

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

pub fn get_lightmap_size_hint(&self) -> Vector2[src]

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

pub fn set_lightmap_size_hint(&mut self, size: Vector2)[src]

pub fn surface_get_arrays(&self, surf_idx: i64) -> VariantArray[src]

pub fn surface_get_blend_shape_arrays(&self, surf_idx: i64) -> VariantArray[src]

pub fn surface_get_material(&self, surf_idx: i64) -> Option<Material>[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.

Trait Implementations

impl Clone for PrimitiveMesh[src]

impl Debug for PrimitiveMesh[src]

impl Deref for PrimitiveMesh[src]

type Target = Mesh

The resulting type after dereferencing.

impl DerefMut for PrimitiveMesh[src]

impl FromVariant for PrimitiveMesh[src]

impl GodotObject for PrimitiveMesh[src]

impl ToVariant for PrimitiveMesh[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.