Skip to main content

IDynamicMeshMethods

Trait IDynamicMeshMethods 

Source
pub trait IDynamicMeshMethods: IDynamicMesh {
Show 25 methods // Provided methods fn ctor(self, vertex_capacity: impl Into<i32>) { ... } fn ctor_2( self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, ) { ... } fn ctor_3( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, ) { ... } fn finalize(self) { ... } fn setup( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, ) { ... } fn dispose(self) { ... } fn get_mesh(self) -> Mesh { ... } fn add_position(self) -> Vector3 { ... } fn add_normal(self) -> Vector3 { ... } fn add_tangents(self) -> Vector4 { ... } fn add_color(self) -> Color { ... } fn add_uv(self) -> Vector2 { ... } fn add_uv_2(self, ch: impl Into<i32>) -> Vector2 { ... } fn add_vertex(self) -> (Vector3, Color) { ... } fn add_vertex_2(self) -> (Vector3, Color, Vector2) { ... } fn add_vertex_3(self) -> (Vector3, Vector2) { ... } fn strip_begin(self) { ... } fn strip_end(self) { ... } fn clear(self) { ... } fn create_scope( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, ) -> DynamicMesh_Scope { ... } fn begin( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, ) { ... } fn end(self) { ... } fn get_common_mode(self) -> DynamicMesh_Mode { ... } fn commit(self) { ... } fn copy_sub_mesh( self, src_mesh_index: impl Into<i32>, dst_mesh_index: impl Into<i32>, ) { ... }
}

Provided Methods§

Source

fn ctor(self, vertex_capacity: impl Into<i32>)

.ctor(i32) overload

Source

fn ctor_2(self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>)

.ctor(i32, i32) overload

Source

fn ctor_3( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )

.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overload

Source

fn finalize(self)

Finalize() overload

Source

fn setup( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )

Setup(crate::unity_engine::gameobject::GameObject, i32, i32) overload

Source

fn dispose(self)

Dispose() overload

Source

fn get_mesh(self) -> Mesh

get_Mesh() overload

Source

fn add_position(self) -> Vector3

AddPosition(*mutcrate::unity_engine::vector3::Vector3) overload

Source

fn add_normal(self) -> Vector3

AddNormal(*mutcrate::unity_engine::vector3::Vector3) overload

Source

fn add_tangents(self) -> Vector4

AddTangents(*mutcrate::unity_engine::vector4::Vector4) overload

Source

fn add_color(self) -> Color

AddColor(*mutcrate::unity_engine::color::Color) overload

Source

fn add_uv(self) -> Vector2

AddUV(*mutcrate::unity_engine::vector2::Vector2) overload

Source

fn add_uv_2(self, ch: impl Into<i32>) -> Vector2

AddUV(i32, *mutcrate::unity_engine::vector2::Vector2) overload

Source

fn add_vertex(self) -> (Vector3, Color)

AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::color::Color) overload

Source

fn add_vertex_2(self) -> (Vector3, Color, Vector2)

AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::color::Color, *mutcrate::unity_engine::vector2::Vector2) overload

Source

fn add_vertex_3(self) -> (Vector3, Vector2)

AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector2::Vector2) overload

Source

fn strip_begin(self)

StripBegin() overload

Source

fn strip_end(self)

StripEnd() overload

Source

fn clear(self)

Clear() overload

Source

fn create_scope( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, ) -> DynamicMesh_Scope

CreateScope(crate::app::dynamicmesh::DynamicMesh_Mode, i32) overload

Source

fn begin( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, )

Begin(crate::app::dynamicmesh::DynamicMesh_Mode, i32) overload

Source

fn end(self)

End() overload

Source

fn get_common_mode(self) -> DynamicMesh_Mode

GetCommonMode() overload

Source

fn commit(self)

Commit() overload

Source

fn copy_sub_mesh( self, src_mesh_index: impl Into<i32>, dst_mesh_index: impl Into<i32>, )

CopySubMesh(i32, i32) overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

Source§

impl<__T: IDynamicMesh> IDynamicMeshMethods for __T

Available on crate feature app-dynamicmesh only.