Struct gdnative_bindings_lily::VisualShaderNodeCubeMapUniform [−][src]
pub struct VisualShaderNodeCubeMapUniform { /* fields omitted */ }
Expand description
core class VisualShaderNodeCubeMapUniform
inherits VisualShaderNodeTextureUniform
(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
VisualShaderNodeCubeMapUniform 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
Methods from Deref<Target = VisualShaderNodeTextureUniform>
Sets the default color if no texture is assigned to the uniform.
Defines the type of data provided by the source texture. See [enum TextureType] for options.
Sets the default color if no texture is assigned to the uniform.
Defines the type of data provided by the source texture. See [enum TextureType] for options.
Trait Implementations
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = RefCounted
type RefKind = RefCounted
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 !Send for VisualShaderNodeCubeMapUniform
impl !Sync for VisualShaderNodeCubeMapUniform
impl Unpin for VisualShaderNodeCubeMapUniform
impl UnwindSafe for VisualShaderNodeCubeMapUniform