Struct gdnative_bindings_lily::animation_node_blend_space_2d::AnimationNodeBlendSpace2D[][src]

pub struct AnimationNodeBlendSpace2D { /* fields omitted */ }
Expand description

core class AnimationNodeBlendSpace2D inherits AnimationRootNode (reference counted).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

AnimationNodeBlendSpace2D 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

Constants

Creates a new instance of this object.

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

Adds a new point that represents a node at the position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

Default Arguments

  • at_index - -1

Creates a new triangle using three points x, y, and z. Triangles can overlap. You can insert the triangle at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

Default Arguments

  • at_index - -1

If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].

Controls the interpolation between animations. See [enum BlendMode] constants.

Returns the number of points in the blend space.

Returns the AnimationRootNode referenced by the point at index point.

Returns the position of the point at index point.

The blend space’s X and Y axes’ upper limit for the points’ position. See [method add_blend_point].

The blend space’s X and Y axes’ lower limit for the points’ position. See [method add_blend_point].

Position increment to snap to when moving a point.

Returns the number of triangles in the blend space.

Returns the position of the point at index point in the triangle of index triangle.

Name of the blend space’s X axis.

Name of the blend space’s Y axis.

Removes the point at index point from the blend space.

Removes the triangle at index triangle from the blend space.

If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].

Controls the interpolation between animations. See [enum BlendMode] constants.

Changes the AnimationNode referenced by the point at index point.

Updates the position of the point at index point on the blend axis.

The blend space’s X and Y axes’ upper limit for the points’ position. See [method add_blend_point].

The blend space’s X and Y axes’ lower limit for the points’ position. See [method add_blend_point].

Position increment to snap to when moving a point.

Name of the blend space’s X axis.

Name of the blend space’s Y axis.

Methods from Deref<Target = AnimationRootNode>

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.