Struct gdnative_bindings_lily::Sprite3D[][src]

pub struct Sprite3D { /* fields omitted */ }
Expand description

core class Sprite3D inherits SpriteBase3D (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.

Sprite3D is a reference-only type. Persistent references can only exist in the unsafe Ref<Sprite3D> 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

Sprite3D 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.

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.

Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.

Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.

The number of columns in the sprite sheet.

The region of the atlas texture to display. [member region_enabled] must be true.

Texture object to draw. If [member GeometryInstance.material_override] is used, this will be overridden.

The number of rows in the sprite sheet.

If true, texture will be cut from a larger atlas texture. See [member region_rect].

Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.

Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.

The number of columns in the sprite sheet.

If true, texture will be cut from a larger atlas texture. See [member region_rect].

The region of the atlas texture to display. [member region_enabled] must be true.

Texture object to draw. If [member GeometryInstance.material_override] is used, this will be overridden.

The number of rows in the sprite sheet.

Methods from Deref<Target = SpriteBase3D>

The direction in which the front of the texture faces.

If true, the texture’s transparency and the opacity are used to make those parts of the sprite invisible.

Returns the rectangle representing this sprite.

A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.

The texture’s drawing offset.

The objects visibility on a scale from 0 fully invisible to 1 fully visible.

The size of one pixel’s width on the sprite to scale it in 3D.

If true, texture will be centered.

If true, texture is flipped horizontally.

If true, texture is flipped vertically.

The direction in which the front of the texture faces.

If true, texture will be centered.

If true, the texture’s transparency and the opacity are used to make those parts of the sprite invisible.

If true, texture is flipped horizontally.

If true, texture is flipped vertically.

A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.

The texture’s drawing offset.

The objects visibility on a scale from 0 fully invisible to 1 fully visible.

The size of one pixel’s width on the sprite to scale it in 3D.

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.