Struct gdnative_bindings_lily::Geometry [−][src]
pub struct Geometry { /* fields omitted */ }
Expand description
core singleton class Geometry
inherits Object
(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.
Class hierarchy
Geometry 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
Returns a reference to the singleton instance.
Returns an array with 6 Planes that describe the sides of a box centered at the origin. The box size is defined by extents
, which represents one (positive) corner of the box (i.e. half its actual size).
pub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
pub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
Returns an array of Planes closely bounding a faceted capsule centered at the origin with radius radius
and height height
. The parameter sides
defines how many planes will be generated for the side part of the capsule, whereas lats
gives the number of latitudinal steps at the bottom and top of the capsule. The parameter axis
describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis
-2
pub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
pub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
Returns an array of Planes closely bounding a faceted cylinder centered at the origin with radius radius
and height height
. The parameter sides
defines how many planes will be generated for the round part of the cylinder. The parameter axis
describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis
-2
Clips the polygon defined by the points in points
against the plane
and returns the points of the clipped polygon.
pub fn clip_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
pub fn clip_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Clips polygon_a
against polygon_b
and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if polygon_b
completely overlaps polygon_a
.
If polygon_b
is enclosed by polygon_a
, returns an outer polygon (boundary) and inner polygon (hole) which could be distiguished by calling [method is_polygon_clockwise].
pub fn clip_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
pub fn clip_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
Clips polyline
against polygon
and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.
Given an array of Vector2s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
pub fn exclude_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
pub fn exclude_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Mutually excludes common area defined by intersection of polygon_a
and polygon_b
(see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distiguished by calling [method is_polygon_clockwise].
Returns the 3D point on the 3D segment (s1
, s2
) that is closest to point
. The returned point will always be inside the specified segment.
Returns the 2D point on the 2D segment (s1
, s2
) that is closest to point
. The returned point will always be inside the specified segment.
Returns the 3D point on the 3D line defined by (s1
, s2
) that is closest to point
. The returned point can be inside the segment (s1
, s2
) or outside of it, i.e. somewhere on the line extending from the segment.
Returns the 2D point on the 2D line defined by (s1
, s2
) that is closest to point
. The returned point can be inside the segment (s1
, s2
) or outside of it, i.e. somewhere on the line extending from the segment.
pub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array
pub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array
Given the two 3D segments (p1
, p2
) and (q1
, q2
), finds those two points on the two segments that are closest to each other. Returns a [PoolVector3Array] that contains this point on (p1
, p2
) as well the accompanying point on (q1
, q2
).
pub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array
pub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array
Given the two 2D segments (p1
, p2
) and (q1
, q2
), finds those two points on the two segments that are closest to each other. Returns a [PoolVector2Array] that contains this point on (p1
, p2
) as well the accompanying point on (q1
, q2
).
Used internally by the engine.
pub fn intersect_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
pub fn intersect_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Intersects polygon_a
with polygon_b
and returns an array of intersected polygons. This performs [constant OPERATION_INTERSECTION] between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
pub fn intersect_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
pub fn intersect_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
Intersects polyline
with polygon
and returns an array of intersected polylines. This performs [constant OPERATION_INTERSECTION] between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.
Returns true
if point
is inside the circle or if it’s located exactly [i]on[/i] the circle’s boundary, otherwise returns false
.
Returns true
if point
is inside polygon
or if it’s located exactly [i]on[/i] polygon’s boundary, otherwise returns false
.
Returns true
if polygon
’s vertices are ordered in clockwise order, otherwise returns false
.
pub fn merge_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
pub fn merge_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Merges (combines) polygon_a
and polygon_b
and returns an array of merged polygons. This performs [constant OPERATION_UNION] between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
pub fn offset_polygon_2d(
&self,
polygon: Vector2Array,
delta: f64,
join_type: i64
) -> VariantArray
pub fn offset_polygon_2d(
&self,
polygon: Vector2Array,
delta: f64,
join_type: i64
) -> VariantArray
Sample code is GDScript unless otherwise noted.
Inflates or deflates polygon
by delta
units (pixels). If delta
is positive, makes the polygon grow outward. If delta
is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if delta
is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon.
Each polygon’s vertices will be rounded as determined by join_type
, see [enum PolyJoinType].
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
Note: To translate the polygon’s vertices specifically, use the [method Transform2D.xform] method:
var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
var offset = Vector2(50, 50)
polygon = Transform2D(0, offset).xform(polygon)
print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)]
Default Arguments
join_type
-0
pub fn offset_polyline_2d(
&self,
polyline: Vector2Array,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray
pub fn offset_polyline_2d(
&self,
polyline: Vector2Array,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray
Inflates or deflates polyline
by delta
units (pixels), producing polygons. If delta
is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If delta
is negative, returns an empty array.
Each polygon’s vertices will be rounded as determined by join_type
, see [enum PolyJoinType].
Each polygon’s endpoints will be rounded as determined by end_type
, see [enum PolyEndType].
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
Default Arguments
join_type
-0
end_type
-3
Returns if point
is inside the triangle specified by a
, b
and c
.
Given the 2D segment (segment_from
, segment_to
), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position circle_position
and has radius circle_radius
. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
pub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array
pub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array
Given a convex hull defined though the Planes in the array planes
, tests if the segment (from
, to
) intersects with that hull. If an intersection is found, returns a [PoolVector3Array] containing the point the intersection and the hull’s normal. If no intersecion is found, an the returned array is empty.
pub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array
pub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array
Checks if the segment (from
, to
) intersects the cylinder with height height
that is centered at the origin and has radius radius
. If no, returns an empty [PoolVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder’s normal at the point of intersection.
pub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array
pub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array
Checks if the segment (from
, to
) intersects the sphere that is located at sphere_position
and has radius sphere_radius
. If no, returns an empty [PoolVector3Array]. If yes, returns a [PoolVector3Array] containing the point of intersection and the sphere’s normal at the point of intersection.
Triangulates the area specified by discrete set of points
such that no point is inside the circumcircle of any resulting triangle. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into points
(i.e. the returned array will have n * 3
elements, with n
being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.
Triangulates the polygon specified by the points in polygon
. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into polygon
(i.e. the returned array will have n * 3
elements, with n
being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.
Methods from Deref<Target = Object>
Adds a user-defined signal
. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Returns true
if the object can translate strings. See [method set_message_translation] and [method tr].
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to [method connect] and parameters used when calling [method emit_signal]:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
Returns the Variant value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Returns the object’s class as a String.
Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
Returns the object’s metadata entry for the given name
.
Returns the object’s metadata as a [PoolStringArray].
Returns the object’s methods and their signatures as an [Array].
Returns the object’s property list as an [Array] of dictionaries.
Each property’s Dictionary contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum PropertyUsageFlags]).
Returns the object’s Script instance, or null
if none is assigned.
Returns an [Array] of connections for the given signal
.
Returns the list of signals as an [Array] of dictionaries.
Returns true
if a metadata entry is found with the given name
.
Returns true
if the object contains the given method
.
Returns true
if the given signal
exists.
Returns true
if the given user-defined signal
exists. Only signals added using [method add_user_signal] are taken into account.
Returns true
if signal emission blocking is enabled.
Returns true
if the object inherits from the given class
.
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
Returns true
if the [method Node.queue_free] method was called for the object.
Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
If reversed
is true
, [method _notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
Removes a given entry from the object’s metadata. See also [method set_meta].
Assigns a new value to the given property. If the property
does not exist, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
If set to true
, signal emission is blocked.
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value.
To remove a given entry from the object’s metadata, use [method remove_meta]. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [method _init] method will be called.
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See [method set_message_translation].
Trait Implementations
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
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