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§
Sourcefn ctor_2(self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>)
fn ctor_2(self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>)
.ctor(i32, i32) overload
Sourcefn ctor_3(
self,
go: impl Into<GameObject>,
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>, )
.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overload
Sourcefn setup(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
)
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
Sourcefn add_position(self) -> Vector3
fn add_position(self) -> Vector3
AddPosition(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn add_normal(self) -> Vector3
fn add_normal(self) -> Vector3
AddNormal(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn add_tangents(self) -> Vector4
fn add_tangents(self) -> Vector4
AddTangents(*mutcrate::unity_engine::vector4::Vector4) overload
Sourcefn add_uv_2(self, ch: impl Into<i32>) -> Vector2
fn add_uv_2(self, ch: impl Into<i32>) -> Vector2
AddUV(i32, *mutcrate::unity_engine::vector2::Vector2) overload
Sourcefn add_vertex(self) -> (Vector3, Color)
fn add_vertex(self) -> (Vector3, Color)
AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::color::Color) overload
Sourcefn add_vertex_2(self) -> (Vector3, Color, Vector2)
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
Sourcefn add_vertex_3(self) -> (Vector3, Vector2)
fn add_vertex_3(self) -> (Vector3, Vector2)
AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector2::Vector2) overload
Sourcefn strip_begin(self)
fn strip_begin(self)
StripBegin() overload
Sourcefn create_scope(
self,
mode: impl Into<DynamicMesh_Mode>,
sub_mesh_index: impl Into<i32>,
) -> DynamicMesh_Scope
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
Sourcefn begin(
self,
mode: impl Into<DynamicMesh_Mode>,
sub_mesh_index: impl Into<i32>,
)
fn begin( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, )
Begin(crate::app::dynamicmesh::DynamicMesh_Mode, i32) overload
Sourcefn get_common_mode(self) -> DynamicMesh_Mode
fn get_common_mode(self) -> DynamicMesh_Mode
GetCommonMode() overload
Sourcefn copy_sub_mesh(
self,
src_mesh_index: impl Into<i32>,
dst_mesh_index: impl Into<i32>,
)
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§
impl<__T: IDynamicMesh> IDynamicMeshMethods for __T
app-dynamicmesh only.