Struct gdnative_bindings::NavigationMesh
source · pub struct NavigationMesh { /* private fields */ }
Expand description
core class NavigationMesh
inherits Resource
(reference-counted).
This class has related types in the navigation_mesh
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.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
NavigationMesh 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§
Constants
pub const PARSED_GEOMETRY_MESH_INSTANCES: i64 = 0i64
pub const SAMPLE_PARTITION_WATERSHED: i64 = 0i64
pub const SOURCE_GEOMETRY_NAVMESH_CHILDREN: i64 = 0i64
pub const PARSED_GEOMETRY_STATIC_COLLIDERS: i64 = 1i64
pub const SAMPLE_PARTITION_MONOTONE: i64 = 1i64
pub const SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN: i64 = 1i64
pub const PARSED_GEOMETRY_BOTH: i64 = 2i64
pub const SAMPLE_PARTITION_LAYERS: i64 = 2i64
pub const SOURCE_GEOMETRY_GROUPS_EXPLICIT: i64 = 2i64
pub const PARSED_GEOMETRY_MAX: i64 = 3i64
pub const SAMPLE_PARTITION_MAX: i64 = 3i64
pub const SOURCE_GEOMETRY_MAX: i64 = 3i64
sourcepub fn new() -> Ref<Self, Unique>
pub fn new() -> Ref<Self, Unique>
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
sourcepub fn add_polygon(&self, polygon: PoolArray<i32>)
pub fn add_polygon(&self, polygon: PoolArray<i32>)
Adds a polygon using the indices of the vertices you get when calling [get_vertices
][Self::get_vertices].
sourcepub fn clear_polygons(&self)
pub fn clear_polygons(&self)
Clears the array of polygons, but it doesn’t clear the array of vertices.
sourcepub fn create_from_mesh(&self, mesh: impl AsArg<Mesh>)
pub fn create_from_mesh(&self, mesh: impl AsArg<Mesh>)
Initializes the navigation mesh by setting the vertices and indices according to a Mesh
.
sourcepub fn agent_height(&self) -> f64
pub fn agent_height(&self) -> f64
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
Note: While baking, this value will be rounded up to the nearest multiple of cell_height
.
sourcepub fn agent_max_climb(&self) -> f64
pub fn agent_max_climb(&self) -> f64
The minimum ledge height that is considered to still be traversable.
Note: While baking, this value will be rounded down to the nearest multiple of cell_height
.
sourcepub fn agent_max_slope(&self) -> f64
pub fn agent_max_slope(&self) -> f64
The maximum slope that is considered walkable, in degrees.
sourcepub fn agent_radius(&self) -> f64
pub fn agent_radius(&self) -> f64
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size
.
sourcepub fn cell_height(&self) -> f64
pub fn cell_height(&self) -> f64
The Y axis cell size to use for fields.
sourcepub fn collision_mask(&self) -> i64
pub fn collision_mask(&self) -> i64
The physics layers to scan for static colliders.
Only used when [geometry_parsed_geometry_type
][Self::geometry_parsed_geometry_type] is PARSED_GEOMETRY_STATIC_COLLIDERS
or PARSED_GEOMETRY_BOTH
.
sourcepub fn get_collision_mask_bit(&self, bit: i64) -> bool
pub fn get_collision_mask_bit(&self, bit: i64) -> bool
Returns whether the specified bit
of the [geometry_collision_mask
][Self::geometry_collision_mask] is set.
sourcepub fn detail_sample_distance(&self) -> f64
pub fn detail_sample_distance(&self) -> f64
The sampling distance to use when generating the detail mesh, in cell unit.
sourcepub fn detail_sample_max_error(&self) -> f64
pub fn detail_sample_max_error(&self) -> f64
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
sourcepub fn edge_max_error(&self) -> f64
pub fn edge_max_error(&self) -> f64
The maximum distance a simplfied contour’s border edges should deviate the original raw contour.
sourcepub fn edge_max_length(&self) -> f64
pub fn edge_max_length(&self) -> f64
The maximum allowed length for contour edges along the border of the mesh.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size
.
sourcepub fn filter_baking_aabb(&self) -> Aabb
pub fn filter_baking_aabb(&self) -> Aabb
If the baking AABB
has a volume the navigation mesh baking will be restricted to its enclosing area.
sourcepub fn filter_baking_aabb_offset(&self) -> Vector3
pub fn filter_baking_aabb_offset(&self) -> Vector3
The position offset applied to the filter_baking_aabb
AABB
.
sourcepub fn filter_ledge_spans(&self) -> bool
pub fn filter_ledge_spans(&self) -> bool
If true
, marks spans that are ledges as non-walkable.
sourcepub fn filter_low_hanging_obstacles(&self) -> bool
pub fn filter_low_hanging_obstacles(&self) -> bool
If true
, marks non-walkable spans as walkable if their maximum is within agent_max_climb
of a walkable neighbor.
sourcepub fn filter_walkable_low_height_spans(&self) -> bool
pub fn filter_walkable_low_height_spans(&self) -> bool
If true
, marks walkable spans as not walkable if the clearance above the span is less than agent_height
.
sourcepub fn parsed_geometry_type(&self) -> ParsedGeometryType
pub fn parsed_geometry_type(&self) -> ParsedGeometryType
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType
for possible values.
sourcepub fn get_polygon(&self, idx: i64) -> PoolArray<i32>
pub fn get_polygon(&self, idx: i64) -> PoolArray<i32>
Returns a PoolIntArray
containing the indices of the vertices of a created polygon.
sourcepub fn get_polygon_count(&self) -> i64
pub fn get_polygon_count(&self) -> i64
Returns the number of polygons in the navigation mesh.
sourcepub fn region_merge_size(&self) -> f64
pub fn region_merge_size(&self) -> f64
Any regions with a size smaller than this will be merged with larger regions if possible. Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
sourcepub fn region_min_size(&self) -> f64
pub fn region_min_size(&self) -> f64
The minimum size of a region for it to be created. Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
sourcepub fn sample_partition_type(&self) -> SamplePartitionType
pub fn sample_partition_type(&self) -> SamplePartitionType
Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType
for possible values.
sourcepub fn source_geometry_mode(&self) -> SourceGeometryMode
pub fn source_geometry_mode(&self) -> SourceGeometryMode
The source of the geometry used when baking. See SourceGeometryMode
for possible values.
sourcepub fn source_group_name(&self) -> GodotString
pub fn source_group_name(&self) -> GodotString
The name of the group to scan for geometry.
Only used when [geometry_source_geometry_mode
][Self::geometry_source_geometry_mode] is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN
or SOURCE_GEOMETRY_GROUPS_EXPLICIT
.
sourcepub fn vertices(&self) -> PoolArray<Vector3>
pub fn vertices(&self) -> PoolArray<Vector3>
Returns a PoolVector3Array
containing all the vertices being used to create the polygons.
sourcepub fn verts_per_poly(&self) -> f64
pub fn verts_per_poly(&self) -> f64
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
sourcepub fn set_agent_height(&self, agent_height: f64)
pub fn set_agent_height(&self, agent_height: f64)
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
Note: While baking, this value will be rounded up to the nearest multiple of cell_height
.
sourcepub fn set_agent_max_climb(&self, agent_max_climb: f64)
pub fn set_agent_max_climb(&self, agent_max_climb: f64)
The minimum ledge height that is considered to still be traversable.
Note: While baking, this value will be rounded down to the nearest multiple of cell_height
.
sourcepub fn set_agent_max_slope(&self, agent_max_slope: f64)
pub fn set_agent_max_slope(&self, agent_max_slope: f64)
The maximum slope that is considered walkable, in degrees.
sourcepub fn set_agent_radius(&self, agent_radius: f64)
pub fn set_agent_radius(&self, agent_radius: f64)
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size
.
sourcepub fn set_cell_height(&self, cell_height: f64)
pub fn set_cell_height(&self, cell_height: f64)
The Y axis cell size to use for fields.
sourcepub fn set_cell_size(&self, cell_size: f64)
pub fn set_cell_size(&self, cell_size: f64)
The XZ plane cell size to use for fields.
sourcepub fn set_collision_mask(&self, mask: i64)
pub fn set_collision_mask(&self, mask: i64)
The physics layers to scan for static colliders.
Only used when [geometry_parsed_geometry_type
][Self::geometry_parsed_geometry_type] is PARSED_GEOMETRY_STATIC_COLLIDERS
or PARSED_GEOMETRY_BOTH
.
sourcepub fn set_collision_mask_bit(&self, bit: i64, value: bool)
pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
If value
is true
, sets the specified bit
in the [geometry_collision_mask
][Self::geometry_collision_mask].
If value
is false
, clears the specified bit
in the [geometry_collision_mask
][Self::geometry_collision_mask].
sourcepub fn set_detail_sample_distance(&self, detail_sample_dist: f64)
pub fn set_detail_sample_distance(&self, detail_sample_dist: f64)
The sampling distance to use when generating the detail mesh, in cell unit.
sourcepub fn set_detail_sample_max_error(&self, detail_sample_max_error: f64)
pub fn set_detail_sample_max_error(&self, detail_sample_max_error: f64)
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
sourcepub fn set_edge_max_error(&self, edge_max_error: f64)
pub fn set_edge_max_error(&self, edge_max_error: f64)
The maximum distance a simplfied contour’s border edges should deviate the original raw contour.
sourcepub fn set_edge_max_length(&self, edge_max_length: f64)
pub fn set_edge_max_length(&self, edge_max_length: f64)
The maximum allowed length for contour edges along the border of the mesh.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size
.
sourcepub fn set_filter_baking_aabb(&self, baking_aabb: Aabb)
pub fn set_filter_baking_aabb(&self, baking_aabb: Aabb)
If the baking AABB
has a volume the navigation mesh baking will be restricted to its enclosing area.
sourcepub fn set_filter_baking_aabb_offset(&self, baking_aabb_offset: Vector3)
pub fn set_filter_baking_aabb_offset(&self, baking_aabb_offset: Vector3)
The position offset applied to the filter_baking_aabb
AABB
.
sourcepub fn set_filter_ledge_spans(&self, filter_ledge_spans: bool)
pub fn set_filter_ledge_spans(&self, filter_ledge_spans: bool)
If true
, marks spans that are ledges as non-walkable.
sourcepub fn set_filter_low_hanging_obstacles(
&self,
filter_low_hanging_obstacles: bool
)
pub fn set_filter_low_hanging_obstacles(
&self,
filter_low_hanging_obstacles: bool
)
If true
, marks non-walkable spans as walkable if their maximum is within agent_max_climb
of a walkable neighbor.
sourcepub fn set_filter_walkable_low_height_spans(
&self,
filter_walkable_low_height_spans: bool
)
pub fn set_filter_walkable_low_height_spans(
&self,
filter_walkable_low_height_spans: bool
)
If true
, marks walkable spans as not walkable if the clearance above the span is less than agent_height
.
sourcepub fn set_parsed_geometry_type(&self, geometry_type: i64)
pub fn set_parsed_geometry_type(&self, geometry_type: i64)
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType
for possible values.
sourcepub fn set_region_merge_size(&self, region_merge_size: f64)
pub fn set_region_merge_size(&self, region_merge_size: f64)
Any regions with a size smaller than this will be merged with larger regions if possible. Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
sourcepub fn set_region_min_size(&self, region_min_size: f64)
pub fn set_region_min_size(&self, region_min_size: f64)
The minimum size of a region for it to be created. Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
sourcepub fn set_sample_partition_type(&self, sample_partition_type: i64)
pub fn set_sample_partition_type(&self, sample_partition_type: i64)
Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType
for possible values.
sourcepub fn set_source_geometry_mode(&self, mask: i64)
pub fn set_source_geometry_mode(&self, mask: i64)
The source of the geometry used when baking. See SourceGeometryMode
for possible values.
sourcepub fn set_source_group_name(&self, mask: impl Into<GodotString>)
pub fn set_source_group_name(&self, mask: impl Into<GodotString>)
The name of the group to scan for geometry.
Only used when [geometry_source_geometry_mode
][Self::geometry_source_geometry_mode] is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN
or SOURCE_GEOMETRY_GROUPS_EXPLICIT
.
sourcepub fn set_vertices(&self, vertices: PoolArray<Vector3>)
pub fn set_vertices(&self, vertices: PoolArray<Vector3>)
Sets the vertices that can be then indexed to create polygons with the add_polygon
method.
sourcepub fn set_verts_per_poly(&self, verts_per_poly: f64)
pub fn set_verts_per_poly(&self, verts_per_poly: f64)
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
Methods from Deref<Target = Resource>§
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values.
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.
Note: When duplicating a resource, only export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
pub fn emit_changed(&self)
Sample code is GDScript unless otherwise noted.
Emits the changed
signal.
If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
The method is equivalent to:
emit_signal("changed")
Note: This method is called automatically for built-in resources.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
If [resource_local_to_scene
][Self::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
.
sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn path(&self) -> GodotString
pub fn path(&self) -> GodotString
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.
sourcepub fn is_local_to_scene(&self) -> bool
pub fn is_local_to_scene(&self) -> bool
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.
sourcepub fn set_local_to_scene(&self, enable: bool)
pub fn set_local_to_scene(&self, enable: bool)
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.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
pub fn set_path(&self, path: impl Into<GodotString>)
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.
sourcepub fn setup_local_to_scene(&self)
pub fn setup_local_to_scene(&self)
This method is called when a resource with [resource_local_to_scene
][Self::resource_local_to_scene] enabled is loaded from a PackedScene
instantiation. Its behavior can be customized by overriding [_setup_local_to_scene
][Self::_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.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
pub fn take_over_path(&self, path: impl Into<GodotString>)
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path
][Self::resource_path], as the latter would error out if another resource was already cached for the given path.
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 print 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 signal
An 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 print 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:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is 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"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
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>,
default: impl OwnedToVariant
) -> Variant
pub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
Default Arguments
default
-null
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
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 or the given value’s type doesn’t match, 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§
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.