Struct gdnative::Mesh [−][src]
pub struct Mesh { /* fields omitted */ }core class Mesh : Resource (reference counted)
Base class
Mesh inherits Resource and all of its methods.
Memory management
The lifetime of this object is automatically managed through reference counting.
Methods
impl Mesh[src]
impl Meshpub fn as_resource(&self) -> Resource[src]
pub fn as_resource(&self) -> ResourceUp-cast.
pub fn set_lightmap_size_hint(&mut self, size: Vector2)[src]
pub fn set_lightmap_size_hint(&mut self, size: Vector2)pub fn get_lightmap_size_hint(&self) -> Vector2[src]
pub fn get_lightmap_size_hint(&self) -> Vector2pub fn create_trimesh_shape(&self) -> Option<Shape>[src]
pub fn create_trimesh_shape(&self) -> Option<Shape>pub fn create_convex_shape(&self) -> Option<Shape>[src]
pub fn create_convex_shape(&self) -> Option<Shape>pub fn create_outline(&self, margin: f64) -> Option<Mesh>[src]
pub fn create_outline(&self, margin: f64) -> Option<Mesh>pub fn get_faces(&self) -> Vector3Array[src]
pub fn get_faces(&self) -> Vector3Arraypub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>[src]
pub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>pub fn cast<T: GodotObject>(&self) -> Option<T>[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>Methods from Deref<Target = Resource>
pub fn as_reference(&self) -> Reference[src]
pub fn as_reference(&self) -> ReferenceUp-cast.
pub fn new_ref(&self) -> Self[src]
pub fn new_ref(&self) -> SelfCreates a new reference to the same object.
pub fn _setup_local_to_scene(&mut self)[src]
pub fn _setup_local_to_scene(&mut self)pub fn set_path(&mut self, path: GodotString)[src]
pub fn set_path(&mut self, path: GodotString)pub fn take_over_path(&mut self, path: GodotString)[src]
pub fn take_over_path(&mut self, path: GodotString)pub fn get_path(&self) -> GodotString[src]
pub fn get_path(&self) -> GodotStringpub fn set_name(&mut self, name: GodotString)[src]
pub fn set_name(&mut self, name: GodotString)pub fn get_name(&self) -> GodotString[src]
pub fn get_name(&self) -> GodotStringpub fn get_rid(&self) -> Rid[src]
pub fn get_rid(&self) -> Ridpub fn set_local_to_scene(&mut self, enable: bool)[src]
pub fn set_local_to_scene(&mut self, enable: bool)pub fn is_local_to_scene(&self) -> bool[src]
pub fn is_local_to_scene(&self) -> boolpub fn get_local_scene(&self) -> Option<Node>[src]
pub fn get_local_scene(&self) -> Option<Node>pub fn setup_local_to_scene(&mut self)[src]
pub fn setup_local_to_scene(&mut self)pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]
pub fn duplicate(&self, subresources: bool) -> Option<Resource>pub fn cast<T: GodotObject>(&self) -> Option<T>[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>Trait Implementations
impl GodotObject for Mesh[src]
impl GodotObject for Meshfn class_name() -> &'static str[src]
fn class_name() -> &'static strunsafe fn from_sys(obj: *mut godot_object) -> Self[src]
unsafe fn from_sys(obj: *mut godot_object) -> Selfunsafe fn to_sys(&self) -> *mut godot_object[src]
unsafe fn to_sys(&self) -> *mut godot_objectimpl Deref for Mesh[src]
impl Deref for Meshtype Target = Resource
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target[src]
fn deref(&self) -> &Self::TargetDereferences the value.
impl DerefMut for Mesh[src]
impl DerefMut for Mesh