[−][src]Struct gdnative::api::Particles
core class Particles
inherits GeometryInstance
(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.
Particles
is a reference-only type. Persistent references can
only exist in the unsafe Ref<Particles>
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
Particles 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 Particles
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Constants
pub const DRAW_ORDER_INDEX: i64
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pub const DRAW_ORDER_LIFETIME: i64
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pub const DRAW_ORDER_VIEW_DEPTH: i64
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pub const MAX_DRAW_PASSES: i64
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impl Particles
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pub fn new() -> Ref<Particles, Unique>
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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 capture_aabb(&self) -> Aabb
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pub fn amount(&self) -> i64
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pub fn draw_order(&self) -> DrawOrder
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pub fn draw_pass_mesh(&self, pass: i64) -> Option<Ref<Mesh, Shared>>
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pub fn draw_passes(&self) -> i64
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pub fn explosiveness_ratio(&self) -> f64
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pub fn fixed_fps(&self) -> i64
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pub fn fractional_delta(&self) -> bool
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pub fn lifetime(&self) -> f64
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pub fn one_shot(&self) -> bool
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pub fn pre_process_time(&self) -> f64
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pub fn process_material(&self) -> Option<Ref<Material, Shared>>
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pub fn randomness_ratio(&self) -> f64
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pub fn speed_scale(&self) -> f64
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pub fn use_local_coordinates(&self) -> bool
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pub fn visibility_aabb(&self) -> Aabb
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pub fn is_emitting(&self) -> bool
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pub fn restart(&self)
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pub fn set_amount(&self, amount: i64)
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pub fn set_draw_order(&self, order: i64)
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pub fn set_draw_pass_mesh(&self, pass: i64, mesh: impl AsArg<Mesh>)
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pub fn set_draw_passes(&self, passes: i64)
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pub fn set_emitting(&self, emitting: bool)
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pub fn set_explosiveness_ratio(&self, ratio: f64)
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pub fn set_fixed_fps(&self, fps: i64)
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pub fn set_fractional_delta(&self, enable: bool)
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pub fn set_lifetime(&self, secs: f64)
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pub fn set_one_shot(&self, enable: bool)
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pub fn set_pre_process_time(&self, secs: f64)
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pub fn set_process_material(&self, material: impl AsArg<Material>)
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pub fn set_randomness_ratio(&self, ratio: f64)
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pub fn set_speed_scale(&self, scale: f64)
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pub fn set_use_local_coordinates(&self, enable: bool)
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pub fn set_visibility_aabb(&self, aabb: Aabb)
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Methods from Deref<Target = GeometryInstance>
pub const FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: i64
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pub const FLAG_MAX: i64
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pub const FLAG_USE_BAKED_LIGHT: i64
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pub const SHADOW_CASTING_SETTING_DOUBLE_SIDED: i64
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pub const SHADOW_CASTING_SETTING_OFF: i64
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pub const SHADOW_CASTING_SETTING_ON: i64
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pub const SHADOW_CASTING_SETTING_SHADOWS_ONLY: i64
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pub fn cast_shadows_setting(&self) -> ShadowCastingSetting
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pub fn extra_cull_margin(&self) -> f64
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pub fn flag(&self, flag: i64) -> bool
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pub fn lod_max_distance(&self) -> f64
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pub fn lod_max_hysteresis(&self) -> f64
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pub fn lod_min_distance(&self) -> f64
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pub fn lod_min_hysteresis(&self) -> f64
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pub fn material_override(&self) -> Option<Ref<Material, Shared>>
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pub fn set_cast_shadows_setting(&self, shadow_casting_setting: i64)
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pub fn set_custom_aabb(&self, aabb: Aabb)
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pub fn set_extra_cull_margin(&self, margin: f64)
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pub fn set_flag(&self, flag: i64, value: bool)
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pub fn set_lod_max_distance(&self, mode: f64)
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pub fn set_lod_max_hysteresis(&self, mode: f64)
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pub fn set_lod_min_distance(&self, mode: f64)
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pub fn set_lod_min_hysteresis(&self, mode: f64)
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pub fn set_material_override(&self, material: impl AsArg<Material>)
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Trait Implementations
impl Debug for Particles
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impl Deref for Particles
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type Target = GeometryInstance
The resulting type after dereferencing.
fn deref(&self) -> &GeometryInstance
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impl DerefMut for Particles
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fn deref_mut(&mut self) -> &mut GeometryInstance
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impl GodotObject for Particles
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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
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 Particles
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impl QueueFree for Particles
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<GeometryInstance> for Particles
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impl SubClass<Node> for Particles
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impl SubClass<Object> for Particles
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impl SubClass<Spatial> for Particles
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impl SubClass<VisualInstance> for Particles
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Auto Trait Implementations
impl RefUnwindSafe for Particles
impl !Send for Particles
impl !Sync for Particles
impl Unpin for Particles
impl UnwindSafe for Particles
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>,