[−][src]Struct gdnative::api::AnimatedSprite3D
core class AnimatedSprite3D
inherits SpriteBase3D
(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.
AnimatedSprite3D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<AnimatedSprite3D>
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 Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
AnimatedSprite3D 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 AnimatedSprite3D
[src]
pub fn new() -> Ref<AnimatedSprite3D, 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 Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
pub fn animation(&self) -> GodotString
[src]
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
pub fn frame(&self) -> i64
[src]
The displayed animation frame's index.
pub fn sprite_frames(&self) -> Option<Ref<SpriteFrames, Shared>>
[src]
The [SpriteFrames] resource containing the animation(s).
pub fn is_playing(&self) -> bool
[src]
Returns [code]true[/code] if an animation is currently being played.
pub fn play(&self, anim: impl Into<GodotString>)
[src]
Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played.
Default Arguments
anim
-""
pub fn set_animation(&self, animation: impl Into<GodotString>)
[src]
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
pub fn set_frame(&self, frame: i64)
[src]
The displayed animation frame's index.
pub fn set_sprite_frames(&self, sprite_frames: impl AsArg<SpriteFrames>)
[src]
The [SpriteFrames] resource containing the animation(s).
pub fn stop(&self)
[src]
Stops the current animation (does not reset the frame counter).
Methods from Deref<Target = SpriteBase3D>
pub const ALPHA_CUT_DISABLED: i64
[src]
pub const ALPHA_CUT_DISCARD: i64
[src]
pub const ALPHA_CUT_OPAQUE_PREPASS: i64
[src]
pub const FLAG_DOUBLE_SIDED: i64
[src]
pub const FLAG_MAX: i64
[src]
pub const FLAG_SHADED: i64
[src]
pub const FLAG_TRANSPARENT: i64
[src]
pub fn generate_triangle_mesh(&self) -> Option<Ref<TriangleMesh, Shared>>
[src]
pub fn alpha_cut_mode(&self) -> AlphaCutMode
[src]
pub fn axis(&self) -> Axis
[src]
The direction in which the front of the texture faces.
pub fn billboard_mode(&self) -> BillboardMode
[src]
pub fn draw_flag(&self, flag: i64) -> bool
[src]
If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
pub fn get_item_rect(&self) -> Rect<f32, UnknownUnit>
[src]
Returns the rectangle representing this sprite.
pub fn modulate(&self) -> Color
[src]
A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
pub fn offset(&self) -> Vector2D<f32, UnknownUnit>
[src]
The texture's drawing offset.
pub fn opacity(&self) -> f64
[src]
The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
pub fn pixel_size(&self) -> f64
[src]
The size of one pixel's width on the sprite to scale it in 3D.
pub fn is_centered(&self) -> bool
[src]
If [code]true[/code], texture will be centered.
pub fn is_flipped_h(&self) -> bool
[src]
If [code]true[/code], texture is flipped horizontally.
pub fn is_flipped_v(&self) -> bool
[src]
If [code]true[/code], texture is flipped vertically.
pub fn set_alpha_cut_mode(&self, mode: i64)
[src]
pub fn set_axis(&self, axis: i64)
[src]
The direction in which the front of the texture faces.
pub fn set_billboard_mode(&self, mode: i64)
[src]
pub fn set_centered(&self, centered: bool)
[src]
If [code]true[/code], texture will be centered.
pub fn set_draw_flag(&self, flag: i64, enabled: bool)
[src]
If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
pub fn set_flip_h(&self, flip_h: bool)
[src]
If [code]true[/code], texture is flipped horizontally.
pub fn set_flip_v(&self, flip_v: bool)
[src]
If [code]true[/code], texture is flipped vertically.
pub fn set_modulate(&self, modulate: Color)
[src]
A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
pub fn set_offset(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
The texture's drawing offset.
pub fn set_opacity(&self, opacity: f64)
[src]
The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
pub fn set_pixel_size(&self, pixel_size: f64)
[src]
The size of one pixel's width on the sprite to scale it in 3D.
Trait Implementations
impl Debug for AnimatedSprite3D
[src]
impl Deref for AnimatedSprite3D
[src]
type Target = SpriteBase3D
The resulting type after dereferencing.
fn deref(&self) -> &SpriteBase3D
[src]
impl DerefMut for AnimatedSprite3D
[src]
fn deref_mut(&mut self) -> &mut SpriteBase3D
[src]
impl GodotObject for AnimatedSprite3D
[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
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Instanciable for AnimatedSprite3D
[src]
fn construct() -> Ref<AnimatedSprite3D, Unique>
[src]
impl QueueFree for AnimatedSprite3D
[src]
unsafe fn godot_queue_free(obj: *mut c_void)
[src]
impl SubClass<GeometryInstance> for AnimatedSprite3D
[src]
impl SubClass<Node> for AnimatedSprite3D
[src]
impl SubClass<Object> for AnimatedSprite3D
[src]
impl SubClass<Spatial> for AnimatedSprite3D
[src]
impl SubClass<SpriteBase3D> for AnimatedSprite3D
[src]
impl SubClass<VisualInstance> for AnimatedSprite3D
[src]
Auto Trait Implementations
impl RefUnwindSafe for AnimatedSprite3D
impl !Send for AnimatedSprite3D
impl !Sync for AnimatedSprite3D
impl Unpin for AnimatedSprite3D
impl UnwindSafe for AnimatedSprite3D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,