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§

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impl NavigationMesh

Constants

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impl NavigationMesh

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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.

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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].

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pub fn clear_polygons(&self)

Clears the array of polygons, but it doesn’t clear the array of vertices.

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pub fn create_from_mesh(&self, mesh: impl AsArg<Mesh>)

Initializes the navigation mesh by setting the vertices and indices according to a Mesh.

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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.

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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.

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pub fn agent_max_slope(&self) -> f64

The maximum slope that is considered walkable, in degrees.

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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.

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pub fn cell_height(&self) -> f64

The Y axis cell size to use for fields.

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pub fn cell_size(&self) -> f64

The XZ plane cell size to use for fields.

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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.

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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.

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pub fn detail_sample_distance(&self) -> f64

The sampling distance to use when generating the detail mesh, in cell unit.

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pub fn detail_sample_max_error(&self) -> f64

The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.

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pub fn edge_max_error(&self) -> f64

The maximum distance a simplfied contour’s border edges should deviate the original raw contour.

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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.

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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.

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pub fn filter_baking_aabb_offset(&self) -> Vector3

The position offset applied to the filter_baking_aabb AABB.

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pub fn filter_ledge_spans(&self) -> bool

If true, marks spans that are ledges as non-walkable.

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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.

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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.

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pub fn parsed_geometry_type(&self) -> ParsedGeometryType

Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.

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pub fn get_polygon(&self, idx: i64) -> PoolArray<i32>

Returns a PoolIntArray containing the indices of the vertices of a created polygon.

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pub fn get_polygon_count(&self) -> i64

Returns the number of polygons in the navigation mesh.

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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.

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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.

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pub fn sample_partition_type(&self) -> SamplePartitionType

Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.

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pub fn source_geometry_mode(&self) -> SourceGeometryMode

The source of the geometry used when baking. See SourceGeometryMode for possible values.

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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.

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pub fn vertices(&self) -> PoolArray<Vector3>

Returns a PoolVector3Array containing all the vertices being used to create the polygons.

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pub fn verts_per_poly(&self) -> f64

The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.

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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.

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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.

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pub fn set_agent_max_slope(&self, agent_max_slope: f64)

The maximum slope that is considered walkable, in degrees.

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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.

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pub fn set_cell_height(&self, cell_height: f64)

The Y axis cell size to use for fields.

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pub fn set_cell_size(&self, cell_size: f64)

The XZ plane cell size to use for fields.

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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.

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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].

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pub fn set_detail_sample_distance(&self, detail_sample_dist: f64)

The sampling distance to use when generating the detail mesh, in cell unit.

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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.

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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.

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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.

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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.

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pub fn set_filter_baking_aabb_offset(&self, baking_aabb_offset: Vector3)

The position offset applied to the filter_baking_aabb AABB.

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pub fn set_filter_ledge_spans(&self, filter_ledge_spans: bool)

If true, marks spans that are ledges as non-walkable.

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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.

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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.

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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.

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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.

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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.

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pub fn set_sample_partition_type(&self, sample_partition_type: i64)

Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.

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pub fn set_source_geometry_mode(&self, mask: i64)

The source of the geometry used when baking. See SourceGeometryMode for possible values.

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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.

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pub fn set_vertices(&self, vertices: PoolArray<Vector3>)

Sets the vertices that can be then indexed to create polygons with the add_polygon method.

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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>§

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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 exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false
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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.

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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.

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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.

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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.

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pub fn get_rid(&self) -> Rid

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.

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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.

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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.

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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.

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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.

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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.

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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>§

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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 - [ ]
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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(), …).

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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(), …).

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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(), …).

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pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

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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
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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.

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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")
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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).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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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.
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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 Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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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].

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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
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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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]).

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pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

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pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

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pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

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pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

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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.

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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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.

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pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

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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
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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.

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pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

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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).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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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).

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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)
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pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

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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".

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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.

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pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

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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§

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impl Debug for NavigationMesh

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for NavigationMesh

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type Target = Resource

The resulting type after dereferencing.
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fn deref(&self) -> &Resource

Dereferences the value.
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impl DerefMut for NavigationMesh

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fn deref_mut(&mut self) -> &mut Resource

Mutably dereferences the value.
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impl GodotObject for NavigationMesh

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type Memory = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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fn class_name() -> &'static str

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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.
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fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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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
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unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

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
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

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
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impl Instanciable for NavigationMesh

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impl Sealed for NavigationMesh

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impl SubClass<Object> for NavigationMesh

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impl SubClass<Reference> for NavigationMesh

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impl SubClass<Resource> for NavigationMesh

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere
    T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for Twhere
    T: GodotObject,