[−][src]Struct gdnative_bindings::NavigationMesh
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:
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 NavigationMesh
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Constants
pub const PARSED_GEOMETRY_BOTH: i64
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pub const PARSED_GEOMETRY_MESH_INSTANCES: i64
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pub const PARSED_GEOMETRY_STATIC_COLLIDERS: i64
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pub const SAMPLE_PARTITION_LAYERS: i64
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pub const SAMPLE_PARTITION_MONOTONE: i64
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pub const SAMPLE_PARTITION_WATERSHED: i64
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impl NavigationMesh
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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 add_polygon(&self, polygon: Int32Array)
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pub fn clear_polygons(&self)
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pub fn create_from_mesh(&self, mesh: impl AsArg<Mesh>)
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pub fn agent_height(&self) -> f64
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pub fn agent_max_climb(&self) -> f64
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pub fn agent_max_slope(&self) -> f64
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pub fn agent_radius(&self) -> f64
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pub fn cell_height(&self) -> f64
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pub fn cell_size(&self) -> f64
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pub fn collision_mask(&self) -> i64
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pub fn get_collision_mask_bit(&self, bit: i64) -> bool
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pub fn detail_sample_distance(&self) -> f64
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pub fn detail_sample_max_error(&self) -> f64
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pub fn edge_max_error(&self) -> f64
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pub fn edge_max_length(&self) -> f64
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pub fn filter_ledge_spans(&self) -> bool
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pub fn filter_low_hanging_obstacles(&self) -> bool
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pub fn filter_walkable_low_height_spans(&self) -> bool
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pub fn parsed_geometry_type(&self) -> i64
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pub fn get_polygon(&self, idx: i64) -> Int32Array
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pub fn get_polygon_count(&self) -> i64
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pub fn region_merge_size(&self) -> f64
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pub fn region_min_size(&self) -> f64
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pub fn sample_partition_type(&self) -> i64
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pub fn source_geometry_mode(&self) -> i64
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pub fn source_group_name(&self) -> GodotString
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pub fn vertices(&self) -> Vector3Array
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pub fn verts_per_poly(&self) -> f64
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pub fn set_agent_height(&self, agent_height: f64)
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pub fn set_agent_max_climb(&self, agent_max_climb: f64)
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pub fn set_agent_max_slope(&self, agent_max_slope: f64)
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pub fn set_agent_radius(&self, agent_radius: f64)
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pub fn set_cell_height(&self, cell_height: f64)
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pub fn set_cell_size(&self, cell_size: f64)
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pub fn set_collision_mask(&self, mask: i64)
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pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
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pub fn set_detail_sample_distance(&self, detail_sample_dist: f64)
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pub fn set_detail_sample_max_error(&self, detail_sample_max_error: f64)
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pub fn set_edge_max_error(&self, edge_max_error: f64)
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pub fn set_edge_max_length(&self, edge_max_length: f64)
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pub fn set_filter_ledge_spans(&self, filter_ledge_spans: bool)
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pub fn set_filter_low_hanging_obstacles(
&self,
filter_low_hanging_obstacles: bool
)
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&self,
filter_low_hanging_obstacles: bool
)
pub fn set_filter_walkable_low_height_spans(
&self,
filter_walkable_low_height_spans: bool
)
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&self,
filter_walkable_low_height_spans: bool
)
pub fn set_parsed_geometry_type(&self, geometry_type: i64)
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pub fn set_region_merge_size(&self, region_merge_size: f64)
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pub fn set_region_min_size(&self, region_min_size: f64)
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pub fn set_sample_partition_type(&self, sample_partition_type: i64)
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pub fn set_source_geometry_mode(&self, mask: i64)
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pub fn set_source_group_name(&self, mask: impl Into<GodotString>)
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pub fn set_vertices(&self, vertices: Vector3Array)
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pub fn set_verts_per_poly(&self, verts_per_poly: f64)
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Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
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The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
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Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
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The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
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This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
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Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for NavigationMesh
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impl Deref for NavigationMesh
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impl DerefMut for NavigationMesh
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impl GodotObject for NavigationMesh
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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 NavigationMesh
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impl Sealed for NavigationMesh
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impl SubClass<Object> for NavigationMesh
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impl SubClass<Reference> for NavigationMesh
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impl SubClass<Resource> for NavigationMesh
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Auto Trait Implementations
impl RefUnwindSafe for NavigationMesh
impl !Send for NavigationMesh
impl !Sync for NavigationMesh
impl Unpin for NavigationMesh
impl UnwindSafe for NavigationMesh
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>,