[−][src]Struct gdnative_bindings::VisualShaderNodeTransformVecMult
core class VisualShaderNodeTransformVecMult
inherits VisualShaderNode
(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
VisualShaderNodeTransformVecMult inherits methods from:
Methods
impl VisualShaderNodeTransformVecMult
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Constants
pub const OP_3x3_BxA: i64
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pub const OP_BxA: i64
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pub const OP_AxB: i64
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pub const OP_3x3_AxB: i64
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impl VisualShaderNodeTransformVecMult
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pub fn new() -> Self
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn get_operator(&self) -> VisualShaderNodeTransformVecMultOperator
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pub fn set_operator(&mut self, op: i64)
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pub fn to_visual_shader_node(&self) -> VisualShaderNode
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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: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = VisualShaderNode>
pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn _get_default_input_values(&self) -> VariantArray
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pub fn _set_default_input_values(&mut self, values: VariantArray)
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn get_output_port_for_preview(&self) -> i64
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pub fn set_input_port_default_value(&mut self, port: i64, value: Variant)
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pub fn set_output_port_for_preview(&mut self, port: i64)
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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: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for VisualShaderNodeTransformVecMult
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fn clone(&self) -> Self
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeTransformVecMult
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impl Deref for VisualShaderNodeTransformVecMult
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeTransformVecMult
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeTransformVecMult
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impl FromVariant for VisualShaderNodeTransformVecMult
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for VisualShaderNodeTransformVecMult
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for VisualShaderNodeTransformVecMult
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impl ToVariant for VisualShaderNodeTransformVecMult
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeTransformVecMult
impl !Send for VisualShaderNodeTransformVecMult
impl !Sync for VisualShaderNodeTransformVecMult
impl Unpin for VisualShaderNodeTransformVecMult
impl UnwindSafe for VisualShaderNodeTransformVecMult
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> 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>,