Struct gdnative_bindings_lily::World2D[][src]

pub struct World2D { /* fields omitted */ }
Expand description

core class World2D 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

World2D 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.

The [RID] of this world’s canvas resource. Used by the VisualServer for 2D drawing.

Direct access to the world’s physics 2D space state. Used for querying current and potential collisions. Must only be accessed from the main thread within _physics_process(delta).

The [RID] of this world’s physics space resource. Used by the Physics2DServer for 2D physics, treating it as both a space and an area.

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

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.