[−][src]Struct gdnative::api::AnimationRootNode
core class AnimationRootNode
inherits AnimationNode
(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
AnimationRootNode 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 AnimationRootNode
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pub fn new() -> Ref<AnimationRootNode, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Methods from Deref<Target = AnimationNode>
pub const FILTER_BLEND: i64
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pub const FILTER_IGNORE: i64
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pub const FILTER_PASS: i64
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pub const FILTER_STOP: i64
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pub fn add_input(&self, name: impl Into<GodotString>)
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pub fn blend_animation(
&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
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&self,
animation: impl Into<GodotString>,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
pub fn blend_input(
&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn blend_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn get_input_count(&self) -> i64
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pub fn get_input_name(&self, input: i64) -> GodotString
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pub fn get_parameter(&self, name: impl Into<GodotString>) -> Variant
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pub fn is_filter_enabled(&self) -> bool
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pub fn is_path_filtered(&self, path: impl Into<NodePath>) -> bool
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pub fn remove_input(&self, index: i64)
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pub fn set_filter_enabled(&self, enable: bool)
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pub fn set_filter_path(&self, path: impl Into<NodePath>, enable: bool)
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pub fn set_parameter(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
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&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
Trait Implementations
impl Debug for AnimationRootNode
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impl Deref for AnimationRootNode
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type Target = AnimationNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationNode
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impl DerefMut for AnimationRootNode
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fn deref_mut(&mut self) -> &mut AnimationNode
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impl GodotObject for AnimationRootNode
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type RefKind = RefCounted
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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for AnimationRootNode
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fn construct() -> Ref<AnimationRootNode, Unique>
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impl SubClass<AnimationNode> for AnimationRootNode
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impl SubClass<AnimationRootNode> for AnimationNodeBlendSpace1D
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impl SubClass<AnimationRootNode> for AnimationNodeBlendSpace2D
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impl SubClass<AnimationRootNode> for AnimationNodeAnimation
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impl SubClass<AnimationRootNode> for AnimationNodeStateMachine
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impl SubClass<AnimationRootNode> for AnimationNodeBlendTree
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impl SubClass<Object> for AnimationRootNode
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impl SubClass<Reference> for AnimationRootNode
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impl SubClass<Resource> for AnimationRootNode
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Auto Trait Implementations
impl RefUnwindSafe for AnimationRootNode
impl !Send for AnimationRootNode
impl !Sync for AnimationRootNode
impl Unpin for AnimationRootNode
impl UnwindSafe for AnimationRootNode
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,