Struct gdnative_bindings::Geometry
source · [−]pub struct Geometry { /* private fields */ }Expand description
core singleton class Geometry inherits Object (manually managed).
This class has related types in the geometry module.
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 Ownership in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref.
Implementations
sourceimpl Geometry
impl Geometry
Constants
pub const END_POLYGON: i64 = 0i64
pub const JOIN_SQUARE: i64 = 0i64
pub const OPERATION_UNION: i64 = 0i64
pub const END_JOINED: i64 = 1i64
pub const JOIN_ROUND: i64 = 1i64
pub const OPERATION_DIFFERENCE: i64 = 1i64
pub const END_BUTT: i64 = 2i64
pub const JOIN_MITER: i64 = 2i64
pub const OPERATION_INTERSECTION: i64 = 2i64
pub const END_SQUARE: i64 = 3i64
pub const OPERATION_XOR: i64 = 3i64
pub const END_ROUND: i64 = 4i64
sourceimpl Geometry
impl Geometry
sourcepub fn godot_singleton() -> &'static Self
pub fn godot_singleton() -> &'static Self
Returns a reference to the singleton instance.
sourcepub fn build_box_planes(&self, extents: Vector3) -> VariantArray
pub fn build_box_planes(&self, extents: Vector3) -> VariantArray
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).
sourcepub 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
sourcepub 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
sourcepub fn clip_polygon(&self, points: Vector3Array, plane: Plane) -> Vector3Array
pub fn clip_polygon(&self, points: Vector3Array, plane: Plane) -> Vector3Array
Clips the polygon defined by the points in points against the plane and returns the points of the clipped polygon.
sourcepub 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 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 distinguished by calling is_polygon_clockwise.
sourcepub 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 OPERATION_DIFFERENCE between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.
sourcepub fn convex_hull_2d(&self, points: Vector2Array) -> Vector2Array
pub fn convex_hull_2d(&self, points: Vector2Array) -> Vector2Array
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.
sourcepub 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 intersect_polygons_2d) and returns an array of excluded polygons. This performs 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 distinguished by calling is_polygon_clockwise.
sourcepub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
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.
sourcepub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
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.
sourcepub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
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.
sourcepub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
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.
sourcepub 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).
sourcepub 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, q1) and (p2, q2), finds those two points on the two segments that are closest to each other. Returns a PoolVector2Array that contains this point on (p1, q1) as well the accompanying point on (p2, q2).
sourcepub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64
pub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64
Used internally by the engine.
sourcepub 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 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 is_polygon_clockwise.
sourcepub 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 OPERATION_INTERSECTION between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.
sourcepub fn is_point_in_circle(
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool
pub fn is_point_in_circle(
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool
Returns true if point is inside the circle or if it’s located exactly on the circle’s boundary, otherwise returns false.
sourcepub fn is_point_in_polygon(&self, point: Vector2, polygon: Vector2Array) -> bool
pub fn is_point_in_polygon(&self, point: Vector2, polygon: Vector2Array) -> bool
Returns true if point is inside polygon or if it’s located exactly on polygon’s boundary, otherwise returns false.
sourcepub fn is_polygon_clockwise(&self, polygon: Vector2Array) -> bool
pub fn is_polygon_clockwise(&self, polygon: Vector2Array) -> bool
Returns true if polygon’s vertices are ordered in clockwise order, otherwise returns false.
sourcepub fn line_intersects_line_2d(
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant
pub fn line_intersects_line_2d(
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant
sourcepub fn make_atlas(&self, sizes: Vector2Array) -> Dictionary
pub fn make_atlas(&self, sizes: Vector2Array) -> Dictionary
sourcepub 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 OPERATION_UNION between polygons.
The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling is_polygon_clockwise.
sourcepub 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 PolyJoinType.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise.
Note: To translate the polygon’s vertices specifically, use the 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
sourcepub 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 PolyJoinType.
Each polygon’s endpoints will be rounded as determined by end_type, see PolyEndType.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise.
Default Arguments
join_type-0end_type-3
sourcepub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
pub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
Returns if point is inside the triangle specified by a, b and c.
sourcepub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
sourcepub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
pub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
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).
sourcepub 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.
sourcepub 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.
sourcepub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
pub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
sourcepub 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.
sourcepub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
sourcepub fn triangulate_delaunay_2d(&self, points: Vector2Array) -> Int32Array
pub fn triangulate_delaunay_2d(&self, points: Vector2Array) -> Int32Array
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.
sourcepub fn triangulate_polygon(&self, polygon: Vector2Array) -> Int32Array
pub fn triangulate_polygon(&self, polygon: Vector2Array) -> Int32Array
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>
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub 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(), …).
sourcepub 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 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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object can translate strings. See set_message_translation and tr.
sourcepub 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 emit_signal. Use flags to set deferred or one-shot connections. See 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 CONNECT_REFERENCE_COUNTED. To avoid this, first, use 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 signalAn example of the relationship between binds passed to connect and parameters used when calling 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
sourcepub 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 is_connected to ensure that the connection exists.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array of dictionaries with information about signals that are connected to the object.
Each Dictionary contains three String entries:
sourceis a reference to the signal emitter.signal_nameis the name of the connected signal.method_nameis the name of the method to which the signal is connected.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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".
sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name.
sourcepub fn get_meta_list(&self) -> StringArray
pub fn get_meta_list(&self) -> StringArray
Returns the object’s metadata as a PoolStringArray.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array.
sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
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 [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script instance, or null if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array of connections for the given signal.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true if a metadata entry is found with the given name.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true if the object contains the given method.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true if the given signal exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub 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.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the Node.queue_free method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from.
If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.
Default Arguments
reversed-false
sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via 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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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 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".
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
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 [_init][Self::_init] method will be called.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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 set_message_translation.
Trait Implementations
sourceimpl GodotObject for Geometry
impl GodotObject for Geometry
type Memory = ManuallyManaged
type Memory = ManuallyManaged
fn class_name() -> &'static str
sourcefn null() -> Null<Self>
fn null() -> Null<Self>
Creates an explicitly null reference of Self as a method argument. This makes type
inference easier for the compiler compared to Option. Read more
sourcefn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
Performs a dynamic reference downcast to target type. Read more
sourcefn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
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
sourceunsafe fn assume_unique(&self) -> Ref<Self, Unique>
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
Creates a persistent reference to the same Godot object with unique access. Read more
impl Sealed for Geometry
impl Send for Geometry
impl SubClass<Object> for Geometry
impl Sync for Geometry
Auto Trait Implementations
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more