Struct gdnative_bindings_lily::Curve3D[][src]

pub struct Curve3D { /* fields omitted */ }
Expand description

core class Curve3D inherits Resource (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

Curve3D 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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Adds a point to a curve at position, with control points in and out. If at_position is given, the point is inserted before the point number at_position, moving that point (and every point after) after the inserted point. If at_position is not given, or is an illegal value (at_position <0 or at_position >= [method get_point_count]), the point will be appended at the end of the point list.

Default Arguments

  • in - Vector3( 0, 0, 0 )
  • out - Vector3( 0, 0, 0 )
  • at_position - -1

Removes all points from the curve.

The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.

Returns the total length of the curve, based on the cached points. Given enough density (see [member bake_interval]), it should be approximate enough.

Returns the cache of points as a [PoolVector3Array].

Returns the cache of tilts as a [PoolRealArray].

Returns the cache of up vectors as a [PoolVector3Array]. If [member up_vector_enabled] is false, the cache will be empty.

Returns the closest offset to to_point. This offset is meant to be used in [method interpolate_baked] or [method interpolate_baked_up_vector]. to_point must be in this curve’s local space.

Returns the closest point (in curve’s local space) to to_point. to_point must be in this curve’s local space.

Returns the number of points describing the curve.

Returns the position of the control point leading to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

Returns the position of the control point leading out of the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

Returns the position of the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

Returns the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console, and returns 0.

Returns the position between the vertex idx and the vertex idx + 1, where t controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of t outside the range (0.0 >= t <=1) give strange, but predictable results. If idx is out of bounds it is truncated to the first or last vertex, and t is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0).

Returns a point within the curve at position offset, where offset is measured as a pixel distance along the curve. To do that, it finds the two cached points where the offset lies between, then interpolates the values. This interpolation is cubic if cubic is set to true, or linear if set to false. Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).

Default Arguments

  • cubic - false

Returns an up vector within the curve at position offset, where offset is measured as a distance in 3D units along the curve. To do that, it finds the two cached up vectors where the offset lies between, then interpolates the values. If apply_tilt is true, an interpolated tilt is applied to the interpolated up vector. If the curve has no up vectors, the function sends an error to the console, and returns (0, 1, 0).

Default Arguments

  • apply_tilt - false

Returns the position at the vertex fofs. It calls [method interpolate] using the integer part of fofs as idx, and its fractional part as t.

If true, the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.

Deletes the point idx from the curve. Sends an error to the console if idx is out of bounds.

The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.

Sets the position of the control point leading to the vertex idx. If the index is out of bounds, the function sends an error to the console.

Sets the position of the control point leading out of the vertex idx. If the index is out of bounds, the function sends an error to the console.

Sets the position for the vertex idx. If the index is out of bounds, the function sends an error to the console.

Sets the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console. The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a PathFollow, this tilt is an offset over the natural tilt the PathFollow calculates.

If true, the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.

Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts. This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough. max_stages controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! tolerance_degrees controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.

Default Arguments

  • max_stages - 5
  • tolerance_degrees - 4

Methods from Deref<Target = Resource>

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

Default Arguments

  • subresources - false

If [member resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null.

The name of the resource. This is an optional identifier.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

The name of the resource. This is an optional identifier.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.

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

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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.