[−][src]Struct gdnative::api::VisualShaderNodeVectorFunc
core class VisualShaderNodeVectorFunc
inherits VisualShaderNode
(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
VisualShaderNodeVectorFunc 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 VisualShaderNodeVectorFunc
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Constants
pub const FUNC_ABS: i64
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pub const FUNC_ACOS: i64
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pub const FUNC_ACOSH: i64
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pub const FUNC_ASIN: i64
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pub const FUNC_ASINH: i64
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pub const FUNC_ATAN: i64
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pub const FUNC_ATANH: i64
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pub const FUNC_CEIL: i64
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pub const FUNC_COS: i64
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pub const FUNC_COSH: i64
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pub const FUNC_DEGREES: i64
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pub const FUNC_EXP: i64
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pub const FUNC_EXP2: i64
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pub const FUNC_FLOOR: i64
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pub const FUNC_FRAC: i64
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pub const FUNC_HSV2RGB: i64
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pub const FUNC_INVERSE_SQRT: i64
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pub const FUNC_LOG: i64
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pub const FUNC_LOG2: i64
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pub const FUNC_NEGATE: i64
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pub const FUNC_NORMALIZE: i64
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pub const FUNC_ONEMINUS: i64
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pub const FUNC_RADIANS: i64
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pub const FUNC_RECIPROCAL: i64
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pub const FUNC_RGB2HSV: i64
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pub const FUNC_ROUND: i64
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pub const FUNC_ROUNDEVEN: i64
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pub const FUNC_SATURATE: i64
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pub const FUNC_SIGN: i64
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pub const FUNC_SIN: i64
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pub const FUNC_SINH: i64
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pub const FUNC_SQRT: i64
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pub const FUNC_TAN: i64
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pub const FUNC_TANH: i64
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pub const FUNC_TRUNC: i64
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impl VisualShaderNodeVectorFunc
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pub fn new() -> Ref<VisualShaderNodeVectorFunc, 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
.
pub fn function(&self) -> Function
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pub fn set_function(&self, func: i64)
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Methods from Deref<Target = VisualShaderNode>
pub const PORT_TYPE_BOOLEAN: i64
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pub const PORT_TYPE_MAX: i64
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pub const PORT_TYPE_SAMPLER: i64
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pub const PORT_TYPE_SCALAR: i64
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pub const PORT_TYPE_TRANSFORM: i64
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pub const PORT_TYPE_VECTOR: i64
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pub fn default_input_values(&self) -> VariantArray<Shared>
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn output_port_for_preview(&self) -> i64
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pub fn set_default_input_values(&self, values: VariantArray<Shared>)
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pub fn set_input_port_default_value(
&self,
port: i64,
value: impl OwnedToVariant
)
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&self,
port: i64,
value: impl OwnedToVariant
)
pub fn set_output_port_for_preview(&self, port: i64)
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Trait Implementations
impl Debug for VisualShaderNodeVectorFunc
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impl Deref for VisualShaderNodeVectorFunc
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeVectorFunc
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl GodotObject for VisualShaderNodeVectorFunc
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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 VisualShaderNodeVectorFunc
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fn construct() -> Ref<VisualShaderNodeVectorFunc, Unique>
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impl SubClass<Object> for VisualShaderNodeVectorFunc
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impl SubClass<Reference> for VisualShaderNodeVectorFunc
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impl SubClass<Resource> for VisualShaderNodeVectorFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorFunc
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVectorFunc
impl !Send for VisualShaderNodeVectorFunc
impl !Sync for VisualShaderNodeVectorFunc
impl Unpin for VisualShaderNodeVectorFunc
impl UnwindSafe for VisualShaderNodeVectorFunc
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>,