[][src]Struct gdnative::api::AnimatedSprite3D

pub struct AnimatedSprite3D { /* fields omitted */ }

core class AnimatedSprite3D inherits SpriteBase3D (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

AnimatedSprite3D is a reference-only type. Persistent references can only exist in the unsafe Ref<AnimatedSprite3D> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ptr::free, or Ptr::queue_free if it is a Node.

Class hierarchy

AnimatedSprite3D 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

impl AnimatedSprite3D[src]

pub fn new() -> Ref<AnimatedSprite3D, Unique>[src]

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ptr::free, or preferably Ptr::queue_free if it is a Node.

pub fn animation(&self) -> GodotString[src]

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

pub fn sprite_frames(&self) -> Option<Ref<SpriteFrames, Shared>>[src]

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

pub fn play(&self, anim: impl Into<GodotString>)[src]

pub fn set_animation(&self, animation: impl Into<GodotString>)[src]

pub fn set_frame(&self, frame: i64)[src]

pub fn set_sprite_frames(&self, sprite_frames: impl AsArg<SpriteFrames>)[src]

pub fn stop(&self)[src]

Methods from Deref<Target = SpriteBase3D>

pub fn generate_triangle_mesh(&self) -> Option<Ref<TriangleMesh, Shared>>[src]

pub fn alpha_cut_mode(&self) -> AlphaCutMode[src]

pub fn axis(&self) -> Axis[src]

pub fn billboard_mode(&self) -> BillboardMode[src]

pub fn draw_flag(&self, flag: i64) -> bool[src]

pub fn get_item_rect(&self) -> Rect<f32, UnknownUnit>[src]

pub fn modulate(&self) -> Color[src]

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

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

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

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

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

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

pub fn set_alpha_cut_mode(&self, mode: i64)[src]

pub fn set_axis(&self, axis: i64)[src]

pub fn set_billboard_mode(&self, mode: i64)[src]

pub fn set_centered(&self, centered: bool)[src]

pub fn set_draw_flag(&self, flag: i64, enabled: bool)[src]

pub fn set_flip_h(&self, flip_h: bool)[src]

pub fn set_flip_v(&self, flip_v: bool)[src]

pub fn set_modulate(&self, modulate: Color)[src]

pub fn set_offset(&self, offset: Vector2D<f32, UnknownUnit>)[src]

pub fn set_opacity(&self, opacity: f64)[src]

pub fn set_pixel_size(&self, pixel_size: f64)[src]

Trait Implementations

impl Debug for AnimatedSprite3D[src]

impl Deref for AnimatedSprite3D[src]

type Target = SpriteBase3D

The resulting type after dereferencing.

impl DerefMut for AnimatedSprite3D[src]

impl GodotObject for AnimatedSprite3D[src]

type RefKind = ManuallyManaged

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

impl Instanciable for AnimatedSprite3D[src]

impl QueueFree for AnimatedSprite3D[src]

impl SubClass<GeometryInstance> for AnimatedSprite3D[src]

impl SubClass<Node> for AnimatedSprite3D[src]

impl SubClass<Object> for AnimatedSprite3D[src]

impl SubClass<Spatial> for AnimatedSprite3D[src]

impl SubClass<SpriteBase3D> for AnimatedSprite3D[src]

impl SubClass<VisualInstance> for AnimatedSprite3D[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> SubClass<T> for T where
    T: GodotObject
[src]

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.