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 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.
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>
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 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.
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
type Target = SpriteBase3D
type Target = SpriteBase3D
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
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
Auto Trait Implementations
impl RefUnwindSafe for Sprite3D
impl UnwindSafe for Sprite3D