Struct gdnative_bindings_lily::CanvasItemMaterial [−][src]
pub struct CanvasItemMaterial { /* fields omitted */ }
Expand description
core class CanvasItemMaterial
inherits Material
(reference counted).
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
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
CanvasItemMaterial 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.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
The manner in which a material’s rendering is applied to underlying textures.
The manner in which material reacts to lighting.
The number of columns in the spritesheet assigned as Texture for a Particles2D or CPUParticles2D.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
If true
, the particles animation will loop.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
The number of rows in the spritesheet assigned as Texture for a Particles2D or CPUParticles2D.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
If true
, enable spritesheet-based animation features when assigned to Particles2D and CPUParticles2D nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
This property (and other particles_anim_*
properties that depend on it) has no effect on other types of nodes.
The manner in which a material’s rendering is applied to underlying textures.
The manner in which material reacts to lighting.
The number of columns in the spritesheet assigned as Texture for a Particles2D or CPUParticles2D.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
If true
, the particles animation will loop.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
The number of rows in the spritesheet assigned as Texture for a Particles2D or CPUParticles2D.
Note: This property is only used and visible in the editor if [member particles_animation] is true
.
If true
, enable spritesheet-based animation features when assigned to Particles2D and CPUParticles2D nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
This property (and other particles_anim_*
properties that depend on it) has no effect on other types of nodes.
Methods from Deref<Target = Material>
Sets the Material to be used for the next pass. This renders the object again using a different material. Note: only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
Sets the Material to be used for the next pass. This renders the object again using a different material. Note: only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
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
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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
Auto Trait Implementations
impl RefUnwindSafe for CanvasItemMaterial
impl !Send for CanvasItemMaterial
impl !Sync for CanvasItemMaterial
impl Unpin for CanvasItemMaterial
impl UnwindSafe for CanvasItemMaterial