[−][src]Struct gdnative::ArrayMesh
core class ArrayMesh
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
ArrayMesh inherits methods from:
Methods
impl ArrayMesh
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Constants
pub const ARRAY_FORMAT_NORMAL: i64
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pub const ARRAY_INDEX: i64
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pub const ARRAY_FORMAT_INDEX: i64
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pub const ARRAY_MAX: i64
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pub const ARRAY_TANGENT: i64
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pub const ARRAY_FORMAT_COLOR: i64
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pub const ARRAY_FORMAT_TEX_UV: i64
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pub const ARRAY_VERTEX: i64
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pub const ARRAY_WEIGHTS: i64
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pub const ARRAY_FORMAT_BONES: i64
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pub const ARRAY_FORMAT_VERTEX: i64
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pub const ARRAY_FORMAT_WEIGHTS: i64
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pub const ARRAY_FORMAT_TEX_UV2: i64
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pub const ARRAY_COLOR: i64
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pub const ARRAY_FORMAT_TANGENT: i64
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pub const ARRAY_NORMAL: i64
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pub const ARRAY_BONES: i64
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pub const ARRAY_TEX_UV: i64
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pub const ARRAY_WEIGHTS_SIZE: i64
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pub const ARRAY_TEX_UV2: i64
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pub const NO_INDEX_ARRAY: i64
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impl ArrayMesh
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pub fn new() -> ArrayMesh
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pub fn new_ref(&self) -> ArrayMesh
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Creates a new reference to the same reference-counted object.
pub fn add_blend_shape(&mut self, name: GodotString)
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pub fn add_surface_from_arrays(
&mut self,
primitive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_flags: i64
)
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&mut self,
primitive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_flags: i64
)
pub fn clear_blend_shapes(&mut self)
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pub fn get_blend_shape_count(&self) -> i64
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pub fn get_blend_shape_mode(&self) -> MeshBlendShapeMode
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pub fn get_blend_shape_name(&self, index: i64) -> GodotString
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pub fn get_custom_aabb(&self) -> Aabb
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pub fn lightmap_unwrap(
&mut self,
transform: Transform,
texel_size: f64
) -> Result<(), GodotError>
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&mut self,
transform: Transform,
texel_size: f64
) -> Result<(), GodotError>
pub fn regen_normalmaps(&mut self)
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pub fn set_blend_shape_mode(&mut self, mode: i64)
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pub fn set_custom_aabb(&mut self, aabb: Aabb)
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pub fn surface_find_by_name(&self, name: GodotString) -> i64
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pub fn surface_get_array_index_len(&self, surf_idx: i64) -> i64
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pub fn surface_get_array_len(&self, surf_idx: i64) -> i64
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pub fn surface_get_format(&self, surf_idx: i64) -> i64
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pub fn surface_get_name(&self, surf_idx: i64) -> GodotString
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pub fn surface_get_primitive_type(&self, surf_idx: i64) -> MeshPrimitiveType
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pub fn surface_remove(&mut self, surf_idx: i64)
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pub fn surface_set_name(&mut self, surf_idx: i64, name: GodotString)
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pub fn surface_update_region(
&mut self,
surf_idx: i64,
offset: i64,
data: ByteArray
)
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&mut self,
surf_idx: i64,
offset: i64,
data: ByteArray
)
pub fn to_mesh(&self) -> Mesh
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Mesh>
pub const ARRAY_FLAG_USE_16_BIT_BONES: i64
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pub const ARRAY_BONES: i64
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pub const ARRAY_FORMAT_NORMAL: i64
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pub const PRIMITIVE_LINE_LOOP: i64
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pub const PRIMITIVE_TRIANGLE_FAN: i64
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pub const ARRAY_MAX: i64
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pub const PRIMITIVE_TRIANGLE_STRIP: i64
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pub const ARRAY_FORMAT_COLOR: i64
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pub const ARRAY_FORMAT_INDEX: i64
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pub const ARRAY_COMPRESS_TEX_UV2: i64
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pub const ARRAY_WEIGHTS: i64
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pub const ARRAY_FORMAT_VERTEX: i64
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pub const ARRAY_COMPRESS_DEFAULT: i64
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pub const ARRAY_COMPRESS_COLOR: i64
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pub const ARRAY_NORMAL: i64
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pub const ARRAY_TANGENT: i64
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pub const ARRAY_TEX_UV: i64
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pub const ARRAY_VERTEX: i64
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pub const ARRAY_FORMAT_TEX_UV2: i64
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pub const BLEND_SHAPE_MODE_NORMALIZED: i64
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pub const BLEND_SHAPE_MODE_RELATIVE: i64
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pub const ARRAY_INDEX: i64
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pub const PRIMITIVE_TRIANGLES: i64
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pub const ARRAY_COMPRESS_VERTEX: i64
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pub const ARRAY_FORMAT_BONES: i64
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pub const ARRAY_COMPRESS_BONES: i64
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pub const ARRAY_COMPRESS_TEX_UV: i64
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pub const ARRAY_FORMAT_TANGENT: i64
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pub const ARRAY_TEX_UV2: i64
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pub const ARRAY_COMPRESS_NORMAL: i64
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pub const ARRAY_COLOR: i64
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pub const PRIMITIVE_LINE_STRIP: i64
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pub const PRIMITIVE_LINES: i64
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pub const ARRAY_FORMAT_TEX_UV: i64
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pub const ARRAY_FLAG_USE_2D_VERTICES: i64
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pub const PRIMITIVE_POINTS: i64
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pub const ARRAY_COMPRESS_BASE: i64
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pub const ARRAY_COMPRESS_WEIGHTS: i64
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pub const ARRAY_COMPRESS_INDEX: i64
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pub const ARRAY_COMPRESS_TANGENT: i64
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pub const ARRAY_FORMAT_WEIGHTS: i64
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pub fn new_ref(&self) -> Mesh
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Creates a new reference to the same reference-counted object.
pub fn create_convex_shape(&self) -> Option<Shape>
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pub fn create_outline(&self, margin: f64) -> Option<Mesh>
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pub fn create_trimesh_shape(&self) -> Option<Shape>
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pub fn generate_triangle_mesh(&self) -> Option<TriangleMesh>
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pub fn get_aabb(&self) -> Aabb
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pub fn get_faces(&self) -> Vector3Array
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pub fn get_lightmap_size_hint(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_surface_count(&self) -> i64
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pub fn set_lightmap_size_hint(&mut self, size: Vector2D<f32, UnknownUnit>)
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pub fn surface_get_arrays(&self, surf_idx: i64) -> VariantArray
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pub fn surface_get_blend_shape_arrays(&self, surf_idx: i64) -> VariantArray
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pub fn surface_get_material(&self, surf_idx: i64) -> Option<Material>
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pub fn surface_set_material(
&mut self,
surf_idx: i64,
material: Option<Material>
)
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&mut self,
surf_idx: i64,
material: Option<Material>
)
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for ArrayMesh
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impl Debug for ArrayMesh
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impl Deref for ArrayMesh
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impl DerefMut for ArrayMesh
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impl Drop for ArrayMesh
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impl FromVariant for ArrayMesh
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fn from_variant(variant: &Variant) -> Result<ArrayMesh, FromVariantError>
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impl GodotObject for ArrayMesh
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> ArrayMesh
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unsafe fn from_return_position_sys(obj: *mut c_void) -> ArrayMesh
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for ArrayMesh
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impl ToVariant for ArrayMesh
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for ArrayMesh
impl !Send for ArrayMesh
impl !Sync for ArrayMesh
impl Unpin for ArrayMesh
impl UnwindSafe for ArrayMesh
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> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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>,