[−][src]Struct gdnative_bindings::capsule_mesh::CapsuleMesh
core class CapsuleMesh
inherits PrimitiveMesh
(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
CapsuleMesh 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
impl CapsuleMesh
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn mid_height(&self) -> f64
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Height of the capsule mesh from the center point.
pub fn radial_segments(&self) -> i64
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Number of radial segments on the capsule mesh.
pub fn radius(&self) -> f64
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Radius of the capsule mesh.
pub fn rings(&self) -> i64
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Number of rings along the height of the capsule.
pub fn set_mid_height(&self, mid_height: f64)
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Height of the capsule mesh from the center point.
pub fn set_radial_segments(&self, segments: i64)
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Number of radial segments on the capsule mesh.
pub fn set_radius(&self, radius: f64)
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Radius of the capsule mesh.
pub fn set_rings(&self, rings: i64)
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Number of rings along the height of the capsule.
Methods from Deref<Target = PrimitiveMesh>
pub fn custom_aabb(&self) -> Aabb
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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.
pub fn flip_faces(&self) -> bool
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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].
pub fn material(&self) -> Option<Ref<Material, Shared>>
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The current [Material] of the primitive mesh.
pub fn get_mesh_arrays(&self) -> VariantArray
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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:
[codeblock]
var c := CylinderMesh.new()
var arr_mesh := ArrayMesh.new()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
[/codeblock]
pub fn set_custom_aabb(&self, aabb: Aabb)
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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.
pub fn set_flip_faces(&self, flip_faces: bool)
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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].
pub fn set_material(&self, material: impl AsArg<Material>)
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The current [Material] of the primitive mesh.
Trait Implementations
impl Debug for CapsuleMesh
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impl Deref for CapsuleMesh
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type Target = PrimitiveMesh
The resulting type after dereferencing.
fn deref(&self) -> &PrimitiveMesh
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impl DerefMut for CapsuleMesh
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fn deref_mut(&mut self) -> &mut PrimitiveMesh
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impl GodotObject for CapsuleMesh
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type RefKind = RefCounted
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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for CapsuleMesh
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impl Sealed for CapsuleMesh
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impl SubClass<Mesh> for CapsuleMesh
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impl SubClass<Object> for CapsuleMesh
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impl SubClass<PrimitiveMesh> for CapsuleMesh
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impl SubClass<Reference> for CapsuleMesh
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impl SubClass<Resource> for CapsuleMesh
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Auto Trait Implementations
impl RefUnwindSafe for CapsuleMesh
impl !Send for CapsuleMesh
impl !Sync for CapsuleMesh
impl Unpin for CapsuleMesh
impl UnwindSafe for CapsuleMesh
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,