Struct gdnative_bindings_lily::Camera2D[][src]

pub struct Camera2D { /* fields omitted */ }
Expand description

core class Camera2D inherits Node2D (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

Camera2D is a reference-only type. Persistent references can only exist in the unsafe Ref<Camera2D> 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

Camera2D 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

Constants

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.

Aligns the camera to the tracked node.

Removes any Camera2D from the ancestor Viewport’s internal currently-assigned camera.

Forces the camera to update scroll immediately.

The Camera2D’s anchor point. See [enum AnchorMode] constants.

Returns the camera position.

Returns the location of the Camera2D’s screen-center, relative to the origin.

The custom Viewport node attached to the Camera2D. If null or not a Viewport, uses the default viewport instead.

Top margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen.

Speed in pixels per second of the camera’s smoothing effect when [member smoothing_enabled] is true.

The horizontal offset of the camera, relative to the drag margins. Note: Offset H is used only to force offset relative to margins. It’s not updated in any way if drag margins are enabled and can be used to set initial offset.

Top scroll limit in pixels. The camera stops moving when reaching this value.

The camera’s offset, useful for looking around or camera shake animations.

The camera’s process callback. See [enum Camera2DProcessMode].

The vertical offset of the camera, relative to the drag margins. Note: Used the same as [member offset_h].

The camera’s zoom relative to the viewport. Values larger than Vector2(1, 1) zoom out and smaller values zoom in. For an example, use Vector2(0.5, 0.5) for a 2× zoom-in, and Vector2(4, 4) for a 4× zoom-out.

If true, the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera current will disable this one.

If true, the camera smoothly moves towards the target at [member smoothing_speed].

If true, the camera only moves when reaching the horizontal drag margins. If false, the camera moves horizontally regardless of margins.

If true, draws the camera’s limits rectangle in the editor.

If true, the camera smoothly stops when reaches its limits.

If true, draws the camera’s drag margin rectangle in the editor.

If true, the camera rotates with the target.

If true, draws the camera’s screen rectangle in the editor.

If true, the camera only moves when reaching the vertical drag margins. If false, the camera moves vertically regardless of margins.

Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.

Sets the camera’s position immediately to its current smoothing destination. This has no effect if smoothing is disabled.

The Camera2D’s anchor point. See [enum AnchorMode] constants.

The custom Viewport node attached to the Camera2D. If null or not a Viewport, uses the default viewport instead.

Top margin needed to drag the camera. A value of 1 makes the camera move only when reaching the edge of the screen.

If true, the camera smoothly moves towards the target at [member smoothing_speed].

Speed in pixels per second of the camera’s smoothing effect when [member smoothing_enabled] is true.

If true, the camera only moves when reaching the horizontal drag margins. If false, the camera moves horizontally regardless of margins.

The horizontal offset of the camera, relative to the drag margins. Note: Offset H is used only to force offset relative to margins. It’s not updated in any way if drag margins are enabled and can be used to set initial offset.

Top scroll limit in pixels. The camera stops moving when reaching this value.

If true, draws the camera’s limits rectangle in the editor.

If true, the camera smoothly stops when reaches its limits.

If true, draws the camera’s drag margin rectangle in the editor.

The camera’s offset, useful for looking around or camera shake animations.

The camera’s process callback. See [enum Camera2DProcessMode].

If true, the camera rotates with the target.

If true, draws the camera’s screen rectangle in the editor.

If true, the camera only moves when reaching the vertical drag margins. If false, the camera moves vertically regardless of margins.

The vertical offset of the camera, relative to the drag margins. Note: Used the same as [member offset_h].

The camera’s zoom relative to the viewport. Values larger than Vector2(1, 1) zoom out and smaller values zoom in. For an example, use Vector2(0.5, 0.5) for a 2× zoom-in, and Vector2(4, 4) for a 4× zoom-out.

Methods from Deref<Target = Node2D>

Multiplies the current scale by the ratio vector.

Returns the angle between the node and the point in radians.

Global position.

Global rotation in radians.

Global rotation in degrees.

Global scale.

Position, relative to the node’s parent.

Returns the Transform2D relative to this node’s parent.

Rotation in radians, relative to the node’s parent.

Rotation in degrees, relative to the node’s parent.

The node’s scale. Unscaled value: (1, 1).

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

Adds the offset vector to the node’s global position.

If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.

Rotates the node so it points towards the point, which is expected to use global coordinates.

Applies a local translation on the node’s X axis based on the [method Node._process]’s delta. If scaled is false, normalizes the movement.

Default Arguments

  • scaled - false

Applies a local translation on the node’s Y axis based on the [method Node._process]’s delta. If scaled is false, normalizes the movement.

Default Arguments

  • scaled - false

Applies a rotation to the node, in radians, starting from its current rotation.

Global position.

Global rotation in radians.

Global rotation in degrees.

Global scale.

Global Transform2D.

Position, relative to the node’s parent.

Rotation in radians, relative to the node’s parent.

Rotation in degrees, relative to the node’s parent.

The node’s scale. Unscaled value: (1, 1).

Local Transform2D.

If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.

Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.

Translates the node by the given offset in local coordinates.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.