Struct gdnative::_Geometry
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pub struct _Geometry { /* fields omitted */ }
Methods
impl _Geometry
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pub fn godot_singleton() -> GodotRef<_Geometry>
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pub fn build_box_planes(&self, extents: Vector3) -> VariantArray
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pub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
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&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
pub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
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&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
pub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
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&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
pub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
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&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
pub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array
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&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array
pub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array
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&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array
pub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
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&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
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&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
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&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
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&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64
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pub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
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&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
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&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array
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&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array
pub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array
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&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array
pub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array
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&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array
pub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
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&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
pub fn triangulate_polygon(&self, polygon: Vector2Array) -> Int32Array
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pub fn convex_hull_2d(&self, points: Vector2Array) -> Vector2Array
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pub fn clip_polygon(&self, points: Vector3Array, plane: Plane) -> Vector3Array
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pub fn make_atlas(&self, sizes: Vector2Array) -> Dictionary
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Methods from Deref<Target = Object>
pub fn free(&self)
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pub fn _notification(&self, what: i64)
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pub fn _set(&self, property: GodotString, value: Variant) -> bool
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pub fn _get(&self, property: GodotString)
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pub fn _get_property_list(&self) -> VariantArray
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pub fn _init(&self)
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pub fn get_class(&self) -> GodotString
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pub fn is_class(&self, _type: GodotString) -> bool
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pub fn set(&self, property: GodotString, value: Variant)
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pub fn get(&self, property: GodotString) -> Variant
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pub fn set_indexed(&self, property: NodePath, value: Variant)
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pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_property_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
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pub fn notification(&self, what: i64, reversed: bool)
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pub fn get_instance_id(&self) -> i64
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pub fn set_script(&self, script: Option<GodotRef<Reference>>)
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pub fn get_script(&self) -> Option<GodotRef<Reference>>
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pub fn set_meta(&self, name: GodotString, value: Variant)
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pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn has_meta(&self, name: GodotString) -> bool
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pub fn get_meta_list(&self) -> StringArray
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pub fn add_user_signal(&self, signal: GodotString, arguments: VariantArray)
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pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn emit_signal(&self, signal: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call_deferred(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn callv(&self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn has_method(&self, method: GodotString) -> bool
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pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
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pub fn connect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
pub fn set_block_signals(&self, enable: bool)
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pub fn is_blocking_signals(&self) -> bool
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pub fn property_list_changed_notify(&self)
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pub fn set_message_translation(&self, enable: bool)
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pub fn can_translate_messages(&self) -> bool
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pub fn tr(&self, message: GodotString) -> GodotString
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pub fn is_queued_for_deletion(&self) -> bool
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Trait Implementations
impl GodotClass for _Geometry
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type ClassData = _Geometry
type Reference = _Geometry
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference