Struct gdnative::Spatial
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pub struct Spatial { /* fields omitted */ }
Methods
impl Spatial
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pub fn set_transform(&self, local: Transform)
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pub fn get_transform(&self) -> Transform
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pub fn set_translation(&self, translation: Vector3)
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pub fn get_translation(&self) -> Vector3
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pub fn set_rotation(&self, euler: Vector3)
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pub fn get_rotation(&self) -> Vector3
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pub fn set_rotation_degrees(&self, euler_degrees: Vector3)
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pub fn get_rotation_degrees(&self) -> Vector3
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pub fn set_scale(&self, scale: Vector3)
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pub fn get_scale(&self) -> Vector3
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pub fn set_global_transform(&self, global: Transform)
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pub fn get_global_transform(&self) -> Transform
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pub fn get_parent_spatial(&self) -> Option<GodotRef<Spatial>>
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pub fn set_ignore_transform_notification(&self, enabled: bool)
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pub fn set_as_toplevel(&self, enable: bool)
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pub fn is_set_as_toplevel(&self) -> bool
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pub fn get_world(&self) -> Option<GodotRef<World>>
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pub fn _update_gizmo(&self)
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pub fn update_gizmo(&self)
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pub fn set_gizmo(&self, gizmo: Option<GodotRef<SpatialGizmo>>)
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pub fn get_gizmo(&self) -> Option<GodotRef<SpatialGizmo>>
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pub fn set_visible(&self, visible: bool)
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pub fn is_visible(&self) -> bool
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pub fn is_visible_in_tree(&self) -> bool
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pub fn show(&self)
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pub fn hide(&self)
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pub fn set_notify_local_transform(&self, enable: bool)
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pub fn is_local_transform_notification_enabled(&self) -> bool
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pub fn set_notify_transform(&self, enable: bool)
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pub fn is_transform_notification_enabled(&self) -> bool
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pub fn rotate(&self, axis: Vector3, angle: f64)
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pub fn global_rotate(&self, axis: Vector3, angle: f64)
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pub fn global_scale(&self, scale: Vector3)
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pub fn global_translate(&self, offset: Vector3)
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pub fn rotate_object_local(&self, axis: Vector3, angle: f64)
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pub fn scale_object_local(&self, scale: Vector3)
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pub fn translate_object_local(&self, offset: Vector3)
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pub fn rotate_x(&self, angle: f64)
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pub fn rotate_y(&self, angle: f64)
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pub fn rotate_z(&self, angle: f64)
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pub fn translate(&self, offset: Vector3)
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pub fn orthonormalize(&self)
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pub fn set_identity(&self)
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pub fn look_at(&self, target: Vector3, up: Vector3)
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pub fn look_at_from_position(
&self,
position: Vector3,
target: Vector3,
up: Vector3
)
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&self,
position: Vector3,
target: Vector3,
up: Vector3
)
pub fn to_local(&self, global_point: Vector3) -> Vector3
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pub fn to_global(&self, local_point: Vector3) -> Vector3
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Methods from Deref<Target = Node>
pub fn _process(&self, delta: f64)
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pub fn _physics_process(&self, delta: f64)
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pub fn _enter_tree(&self)
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pub fn _exit_tree(&self)
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pub fn _ready(&self)
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pub fn _input(&self, event: Option<GodotRef<InputEvent>>)
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pub fn _unhandled_input(&self, event: Option<GodotRef<InputEvent>>)
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pub fn _unhandled_key_input(&self, event: Option<GodotRef<InputEventKey>>)
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pub fn add_child_below_node(
&self,
node: Option<GodotRef<Object>>,
child_node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
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&self,
node: Option<GodotRef<Object>>,
child_node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
pub fn set_name(&self, name: GodotString)
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pub fn get_name(&self) -> GodotString
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pub fn add_child(
&self,
node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
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&self,
node: Option<GodotRef<Object>>,
legible_unique_name: bool
)
pub fn remove_child(&self, node: Option<GodotRef<Object>>)
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pub fn get_child_count(&self) -> i64
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pub fn get_children(&self) -> VariantArray
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pub fn get_child(&self, idx: i64) -> Option<GodotRef<Node>>
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pub fn has_node(&self, path: NodePath) -> bool
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pub fn get_node(&self, path: NodePath) -> Option<GodotRef<Node>>
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pub fn get_parent(&self) -> Option<GodotRef<Node>>
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pub fn find_node(
&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<GodotRef<Node>>
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&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<GodotRef<Node>>
pub fn has_node_and_resource(&self, path: NodePath) -> bool
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pub fn get_node_and_resource(&self, path: NodePath) -> VariantArray
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pub fn is_inside_tree(&self) -> bool
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pub fn is_a_parent_of(&self, node: Option<GodotRef<Object>>) -> bool
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pub fn is_greater_than(&self, node: Option<GodotRef<Object>>) -> bool
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pub fn get_path(&self) -> NodePath
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pub fn get_path_to(&self, node: Option<GodotRef<Object>>) -> NodePath
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pub fn add_to_group(&self, group: GodotString, persistent: bool)
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pub fn remove_from_group(&self, group: GodotString)
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pub fn is_in_group(&self, group: GodotString) -> bool
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pub fn move_child(&self, child_node: Option<GodotRef<Object>>, to_position: i64)
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pub fn get_groups(&self) -> VariantArray
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pub fn raise(&self)
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pub fn set_owner(&self, owner: Option<GodotRef<Object>>)
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pub fn get_owner(&self) -> Option<GodotRef<Node>>
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pub fn remove_and_skip(&self)
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pub fn get_index(&self) -> i64
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pub fn print_tree(&self)
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pub fn set_filename(&self, filename: GodotString)
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pub fn get_filename(&self) -> GodotString
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pub fn propagate_notification(&self, what: i64)
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pub fn propagate_call(
&self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
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&self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
pub fn set_physics_process(&self, enable: bool)
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pub fn get_physics_process_delta_time(&self) -> f64
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pub fn is_physics_processing(&self) -> bool
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pub fn get_process_delta_time(&self) -> f64
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pub fn set_process(&self, enable: bool)
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pub fn is_processing(&self) -> bool
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pub fn set_process_input(&self, enable: bool)
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pub fn is_processing_input(&self) -> bool
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pub fn set_process_unhandled_input(&self, enable: bool)
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pub fn is_processing_unhandled_input(&self) -> bool
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pub fn set_process_unhandled_key_input(&self, enable: bool)
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pub fn is_processing_unhandled_key_input(&self) -> bool
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pub fn set_pause_mode(&self, mode: i64)
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pub fn can_process(&self) -> bool
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pub fn print_stray_nodes(&self)
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pub fn get_position_in_parent(&self) -> i64
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pub fn set_display_folded(&self, fold: bool)
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pub fn is_displayed_folded(&self) -> bool
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pub fn set_process_internal(&self, enable: bool)
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pub fn is_processing_internal(&self) -> bool
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pub fn set_physics_process_internal(&self, enable: bool)
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pub fn is_physics_processing_internal(&self) -> bool
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pub fn get_tree(&self) -> Option<GodotRef<SceneTree>>
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pub fn duplicate(&self, flags: i64) -> Option<GodotRef<Node>>
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pub fn replace_by(&self, node: Option<GodotRef<Object>>, keep_data: bool)
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pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
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pub fn get_scene_instance_load_placeholder(&self) -> bool
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pub fn get_viewport(&self) -> Option<GodotRef<Viewport>>
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pub fn queue_free(&self)
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pub fn request_ready(&self)
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pub fn set_network_master(&self, id: i64, recursive: bool)
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pub fn get_network_master(&self) -> i64
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pub fn is_network_master(&self) -> bool
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pub fn rpc_config(&self, method: GodotString, mode: i64)
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pub fn rset_config(&self, property: GodotString, mode: i64)
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pub fn _set_import_path(&self, import_path: NodePath)
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pub fn _get_import_path(&self) -> NodePath
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pub fn rpc(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn rpc_unreliable(
&self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_id(
&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rset(&self, property: GodotString, value: Variant)
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pub fn rset_id(&self, peer_id: i64, property: GodotString, value: Variant)
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pub fn rset_unreliable(&self, property: GodotString, value: Variant)
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pub fn rset_unreliable_id(
&self,
peer_id: i64,
property: GodotString,
value: Variant
)
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&self,
peer_id: i64,
property: GodotString,
value: Variant
)
Trait Implementations
impl GodotClass for Spatial
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type ClassData = Spatial
type Reference = Spatial
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference