[][src]Struct gdnative::api::PrismMesh

pub struct PrismMesh { /* fields omitted */ }

core class PrismMesh 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

PrismMesh 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 PrismMesh[src]

pub fn new() -> Ref<PrismMesh, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn left_to_right(&self) -> f64[src]

Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.

pub fn size(&self) -> Vector3D<f32, UnknownUnit>[src]

Size of the prism.

pub fn subdivide_depth(&self) -> i64[src]

Number of added edge loops along the Z axis.

pub fn subdivide_height(&self) -> i64[src]

Number of added edge loops along the Y axis.

pub fn subdivide_width(&self) -> i64[src]

Number of added edge loops along the X axis.

pub fn set_left_to_right(&self, left_to_right: f64)[src]

Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.

pub fn set_size(&self, size: Vector3D<f32, UnknownUnit>)[src]

Size of the prism.

pub fn set_subdivide_depth(&self, segments: i64)[src]

Number of added edge loops along the Z axis.

pub fn set_subdivide_height(&self, segments: i64)[src]

Number of added edge loops along the Y axis.

pub fn set_subdivide_width(&self, segments: i64)[src]

Number of added edge loops along the X axis.

Methods from Deref<Target = PrimitiveMesh>

pub fn custom_aabb(&self) -> Aabb[src]

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[src]

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>>[src]

The current [Material] of the primitive mesh.

pub fn get_mesh_arrays(&self) -> VariantArray<Shared>[src]

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)[src]

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)[src]

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>)[src]

The current [Material] of the primitive mesh.

Trait Implementations

impl Debug for PrismMesh[src]

impl Deref for PrismMesh[src]

type Target = PrimitiveMesh

The resulting type after dereferencing.

impl DerefMut for PrismMesh[src]

impl GodotObject for PrismMesh[src]

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

impl Instanciable for PrismMesh[src]

impl SubClass<Mesh> for PrismMesh[src]

impl SubClass<Object> for PrismMesh[src]

impl SubClass<PrimitiveMesh> for PrismMesh[src]

impl SubClass<Reference> for PrismMesh[src]

impl SubClass<Resource> for PrismMesh[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.