[][src]Struct gdnative::NoiseTexture

pub struct NoiseTexture { /* fields omitted */ }

core class NoiseTexture inherits Texture (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

NoiseTexture inherits methods from:

Methods

impl NoiseTexture[src]

pub fn new() -> NoiseTexture[src]

pub fn new_ref(&self) -> NoiseTexture[src]

Creates a new reference to the same reference-counted object.

pub fn _generate_texture(&mut self) -> Option<Image>[src]

pub fn _thread_done(&mut self, image: Option<Image>)[src]

pub fn _update_texture(&mut self)[src]

pub fn get_bump_strength(&mut self) -> f64[src]

pub fn get_noise(&mut self) -> Option<OpenSimplexNoise>[src]

pub fn get_seamless(&mut self) -> bool[src]

pub fn is_normalmap(&mut self) -> bool[src]

pub fn set_as_normalmap(&mut self, as_normalmap: bool)[src]

pub fn set_bump_strength(&mut self, bump_strength: f64)[src]

pub fn set_height(&mut self, height: i64)[src]

pub fn set_noise(&mut self, noise: Option<OpenSimplexNoise>)[src]

pub fn set_seamless(&mut self, seamless: bool)[src]

pub fn set_width(&mut self, width: i64)[src]

pub fn to_texture(&self) -> Texture[src]

Up-cast.

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Texture>

pub fn new_ref(&self) -> Texture[src]

Creates a new reference to the same reference-counted object.

pub fn draw(
    &self,
    canvas_item: Rid,
    position: Vector2D<f32, UnknownUnit>,
    modulate: Color,
    transpose: bool,
    normal_map: Option<Texture>
)
[src]

pub fn draw_rect(
    &self,
    canvas_item: Rid,
    rect: Rect<f32, UnknownUnit>,
    tile: bool,
    modulate: Color,
    transpose: bool,
    normal_map: Option<Texture>
)
[src]

pub fn draw_rect_region(
    &self,
    canvas_item: Rid,
    rect: Rect<f32, UnknownUnit>,
    src_rect: Rect<f32, UnknownUnit>,
    modulate: Color,
    transpose: bool,
    normal_map: Option<Texture>,
    clip_uv: bool
)
[src]

pub fn get_data(&self) -> Option<Image>[src]

pub fn get_flags(&self) -> i64[src]

pub fn get_height(&self) -> i64[src]

pub fn get_size(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_width(&self) -> i64[src]

pub fn has_alpha(&self) -> bool[src]

pub fn set_flags(&mut self, flags: i64)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for NoiseTexture[src]

impl Debug for NoiseTexture[src]

impl Deref for NoiseTexture[src]

type Target = Texture

The resulting type after dereferencing.

impl DerefMut for NoiseTexture[src]

impl Drop for NoiseTexture[src]

impl FromVariant for NoiseTexture[src]

impl GodotObject for NoiseTexture[src]

impl Instanciable for NoiseTexture[src]

impl ToVariant for NoiseTexture[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.