[−][src]Struct gdnative::NoiseTexture
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
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pub fn new() -> NoiseTexture
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pub fn new_ref(&self) -> NoiseTexture
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Creates a new reference to the same reference-counted object.
pub fn _generate_texture(&mut self) -> Option<Image>
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pub fn _queue_update(&mut self)
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pub fn _thread_done(&mut self, image: Option<Image>)
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pub fn _update_texture(&mut self)
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pub fn get_bump_strength(&mut self) -> f64
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pub fn get_noise(&mut self) -> Option<OpenSimplexNoise>
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pub fn get_seamless(&mut self) -> bool
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pub fn is_normalmap(&mut self) -> bool
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pub fn set_as_normalmap(&mut self, as_normalmap: bool)
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pub fn set_bump_strength(&mut self, bump_strength: f64)
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pub fn set_height(&mut self, height: i64)
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pub fn set_noise(&mut self, noise: Option<OpenSimplexNoise>)
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pub fn set_seamless(&mut self, seamless: bool)
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pub fn set_width(&mut self, width: i64)
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pub fn to_texture(&self) -> Texture
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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>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Texture>
pub const FLAG_MIPMAPS: i64
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pub const FLAGS_DEFAULT: i64
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pub const FLAG_VIDEO_SURFACE: i64
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pub const FLAG_MIRRORED_REPEAT: i64
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pub const FLAG_REPEAT: i64
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pub const FLAG_CONVERT_TO_LINEAR: i64
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pub const FLAG_FILTER: i64
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pub const FLAG_ANISOTROPIC_FILTER: i64
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pub fn new_ref(&self) -> Texture
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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>
)
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&self,
canvas_item: Rid,
position: Vector2D<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>
)
pub fn draw_rect(
&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>
)
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&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>
)
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
)
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&self,
canvas_item: Rid,
rect: Rect<f32, UnknownUnit>,
src_rect: Rect<f32, UnknownUnit>,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>,
clip_uv: bool
)
pub fn get_data(&self) -> Option<Image>
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pub fn get_flags(&self) -> i64
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pub fn get_height(&self) -> i64
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pub fn get_size(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_width(&self) -> i64
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pub fn has_alpha(&self) -> bool
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pub fn set_flags(&mut self, flags: 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>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for NoiseTexture
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fn clone(&self) -> NoiseTexture
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fn clone_from(&mut self, source: &Self)
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impl Debug for NoiseTexture
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impl Deref for NoiseTexture
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impl DerefMut for NoiseTexture
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impl Drop for NoiseTexture
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impl FromVariant for NoiseTexture
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fn from_variant(variant: &Variant) -> Result<NoiseTexture, FromVariantError>
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impl GodotObject for NoiseTexture
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> NoiseTexture
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unsafe fn from_return_position_sys(obj: *mut c_void) -> NoiseTexture
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for NoiseTexture
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fn construct() -> NoiseTexture
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impl ToVariant for NoiseTexture
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for NoiseTexture
impl !Send for NoiseTexture
impl !Sync for NoiseTexture
impl Unpin for NoiseTexture
impl UnwindSafe for NoiseTexture
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> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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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>,