[][src]Struct gdnative::api::Skeleton

pub struct Skeleton { /* fields omitted */ }

core class Skeleton inherits Spatial (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.

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

Skeleton 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 Skeleton[src]

Constants

impl Skeleton[src]

pub fn new() -> Ref<Skeleton, 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 add_bone(&self, name: impl Into<GodotString>)[src]

pub fn bind_child_node_to_bone(&self, bone_idx: i64, node: impl AsArg<Node>)[src]

pub fn clear_bones(&self)[src]

pub fn clear_bones_global_pose_override(&self)[src]

pub fn find_bone(&self, name: impl Into<GodotString>) -> i64[src]

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

pub fn get_bone_custom_pose(&self, bone_idx: i64) -> Transform[src]

pub fn get_bone_global_pose(&self, bone_idx: i64) -> Transform[src]

pub fn get_bone_name(&self, bone_idx: i64) -> GodotString[src]

pub fn get_bone_parent(&self, bone_idx: i64) -> i64[src]

pub fn get_bone_pose(&self, bone_idx: i64) -> Transform[src]

pub fn get_bone_rest(&self, bone_idx: i64) -> Transform[src]

pub fn get_bound_child_nodes_to_bone(
    &self,
    bone_idx: i64
) -> VariantArray<Shared>
[src]

pub fn is_bone_rest_disabled(&self, bone_idx: i64) -> bool[src]

pub fn localize_rests(&self)[src]

pub fn physical_bones_add_collision_exception(&self, exception: Rid)[src]

pub fn physical_bones_remove_collision_exception(&self, exception: Rid)[src]

pub fn physical_bones_start_simulation(&self, bones: VariantArray<Shared>)[src]

pub fn physical_bones_stop_simulation(&self)[src]

pub fn register_skin(
    &self,
    skin: impl AsArg<Skin>
) -> Option<Ref<SkinReference, Shared>>
[src]

pub fn set_bone_custom_pose(&self, bone_idx: i64, custom_pose: Transform)[src]

pub fn set_bone_disable_rest(&self, bone_idx: i64, disable: bool)[src]

pub fn set_bone_global_pose_override(
    &self,
    bone_idx: i64,
    pose: Transform,
    amount: f64,
    persistent: bool
)
[src]

pub fn set_bone_parent(&self, bone_idx: i64, parent_idx: i64)[src]

pub fn set_bone_pose(&self, bone_idx: i64, pose: Transform)[src]

pub fn set_bone_rest(&self, bone_idx: i64, rest: Transform)[src]

pub fn unbind_child_node_from_bone(&self, bone_idx: i64, node: impl AsArg<Node>)[src]

pub fn unparent_bone_and_rest(&self, bone_idx: i64)[src]

Methods from Deref<Target = Spatial>

pub fn force_update_transform(&self)[src]

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

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

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

pub fn rotation(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn rotation_degrees(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn scale(&self) -> Vector3D<f32, UnknownUnit>[src]

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

pub fn translation(&self) -> Vector3D<f32, UnknownUnit>[src]

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

pub fn global_rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

pub fn global_scale(&self, scale: Vector3D<f32, UnknownUnit>)[src]

pub fn global_translate(&self, offset: Vector3D<f32, UnknownUnit>)[src]

pub fn hide(&self)[src]

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

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

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

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

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

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

pub fn look_at(
    &self,
    target: Vector3D<f32, UnknownUnit>,
    up: Vector3D<f32, UnknownUnit>
)
[src]

pub fn look_at_from_position(
    &self,
    position: Vector3D<f32, UnknownUnit>,
    target: Vector3D<f32, UnknownUnit>,
    up: Vector3D<f32, UnknownUnit>
)
[src]

pub fn orthonormalize(&self)[src]

pub fn rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

pub fn rotate_object_local(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

pub fn rotate_x(&self, angle: f64)[src]

pub fn rotate_y(&self, angle: f64)[src]

pub fn rotate_z(&self, angle: f64)[src]

pub fn scale_object_local(&self, scale: Vector3D<f32, UnknownUnit>)[src]

pub fn set_as_toplevel(&self, enable: bool)[src]

pub fn set_disable_scale(&self, disable: bool)[src]

pub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)[src]

pub fn set_global_transform(&self, global: Transform)[src]

pub fn set_identity(&self)[src]

pub fn set_ignore_transform_notification(&self, enabled: bool)[src]

pub fn set_notify_local_transform(&self, enable: bool)[src]

pub fn set_notify_transform(&self, enable: bool)[src]

pub fn set_rotation(&self, euler: Vector3D<f32, UnknownUnit>)[src]

pub fn set_rotation_degrees(&self, euler_degrees: Vector3D<f32, UnknownUnit>)[src]

pub fn set_scale(&self, scale: Vector3D<f32, UnknownUnit>)[src]

pub fn set_transform(&self, local: Transform)[src]

pub fn set_translation(&self, translation: Vector3D<f32, UnknownUnit>)[src]

pub fn set_visible(&self, visible: bool)[src]

pub fn show(&self)[src]

pub fn to_global(
    &self,
    local_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn to_local(
    &self,
    global_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

pub fn translate(&self, offset: Vector3D<f32, UnknownUnit>)[src]

pub fn translate_object_local(&self, offset: Vector3D<f32, UnknownUnit>)[src]

pub fn update_gizmo(&self)[src]

Trait Implementations

impl Debug for Skeleton[src]

impl Deref for Skeleton[src]

type Target = Spatial

The resulting type after dereferencing.

impl DerefMut for Skeleton[src]

impl GodotObject for Skeleton[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 Skeleton[src]

impl QueueFree for Skeleton[src]

impl SubClass<Node> for Skeleton[src]

impl SubClass<Object> for Skeleton[src]

impl SubClass<Spatial> for Skeleton[src]

Auto Trait Implementations

impl RefUnwindSafe for Skeleton

impl !Send for Skeleton

impl !Sync for Skeleton

impl Unpin for Skeleton

impl UnwindSafe for Skeleton

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.