[][src]Struct gdnative::api::InterpolatedCamera

pub struct InterpolatedCamera { /* fields omitted */ }

core class InterpolatedCamera inherits Camera (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.

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

InterpolatedCamera 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 InterpolatedCamera[src]

pub fn new() -> Ref<InterpolatedCamera, 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 speed(&self) -> f64[src]

pub fn target_path(&self) -> NodePath[src]

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

pub fn set_interpolation_enabled(&self, target_path: bool)[src]

pub fn set_speed(&self, speed: f64)[src]

pub fn set_target(&self, target: impl AsArg<Object>)[src]

pub fn set_target_path(&self, target_path: impl Into<NodePath>)[src]

Methods from Deref<Target = Camera>

pub fn clear_current(&self, enable_next: bool)[src]

pub fn get_camera_rid(&self) -> Rid[src]

pub fn get_camera_transform(&self) -> Transform[src]

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

pub fn get_cull_mask_bit(&self, layer: i64) -> bool[src]

pub fn doppler_tracking(&self) -> DopplerTracking[src]

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

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

pub fn get_frustum(&self) -> VariantArray<Shared>[src]

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

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

pub fn keep_aspect_mode(&self) -> KeepAspect[src]

pub fn projection(&self) -> Projection[src]

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

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

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

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

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

pub fn is_position_behind(
    &self,
    world_point: Vector3D<f32, UnknownUnit>
) -> bool
[src]

pub fn make_current(&self)[src]

pub fn project_local_ray_normal(
    &self,
    screen_point: Vector2D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn project_position(
    &self,
    screen_point: Vector2D<f32, UnknownUnit>,
    z_depth: f64
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn project_ray_normal(
    &self,
    screen_point: Vector2D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn project_ray_origin(
    &self,
    screen_point: Vector2D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn set_cull_mask(&self, mask: i64)[src]

pub fn set_cull_mask_bit(&self, layer: i64, enable: bool)[src]

pub fn set_current(&self, arg0: bool)[src]

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

pub fn set_environment(&self, env: impl AsArg<Environment>)[src]

pub fn set_fov(&self, arg0: f64)[src]

pub fn set_frustum(
    &self,
    size: f64,
    offset: Vector2D<f32, UnknownUnit>,
    z_near: f64,
    z_far: f64
)
[src]

pub fn set_frustum_offset(&self, arg0: Vector2D<f32, UnknownUnit>)[src]

pub fn set_h_offset(&self, ofs: f64)[src]

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

pub fn set_orthogonal(&self, size: f64, z_near: f64, z_far: f64)[src]

pub fn set_perspective(&self, fov: f64, z_near: f64, z_far: f64)[src]

pub fn set_projection(&self, arg0: i64)[src]

pub fn set_size(&self, arg0: f64)[src]

pub fn set_v_offset(&self, ofs: f64)[src]

pub fn set_zfar(&self, arg0: f64)[src]

pub fn set_znear(&self, arg0: f64)[src]

pub fn unproject_position(
    &self,
    world_point: Vector3D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]

Trait Implementations

impl Debug for InterpolatedCamera[src]

impl Deref for InterpolatedCamera[src]

type Target = Camera

The resulting type after dereferencing.

impl DerefMut for InterpolatedCamera[src]

impl GodotObject for InterpolatedCamera[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 InterpolatedCamera[src]

impl QueueFree for InterpolatedCamera[src]

impl SubClass<Camera> for InterpolatedCamera[src]

impl SubClass<Node> for InterpolatedCamera[src]

impl SubClass<Object> for InterpolatedCamera[src]

impl SubClass<Spatial> for InterpolatedCamera[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.