[][src]Struct gdnative_bindings::Skeleton2D

pub struct Skeleton2D { /* fields omitted */ }

core class Skeleton2D inherits Node2D (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

Skeleton2D is an unsafe pointer, and all of its methods are unsafe.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Skeleton2D::free.

Class hierarchy

Skeleton2D inherits methods from:

Methods

impl Skeleton2D[src]

pub fn new() -> Self[src]

Constructor.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed. Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Skeleton2D::free.

pub unsafe fn free(self)[src]

Manually deallocate the object.

pub unsafe fn _update_bone_setup(&mut self)[src]

pub unsafe fn _update_transform(&mut self)[src]

pub unsafe fn get_bone(&mut self, idx: i64) -> Option<Bone2D>[src]

pub unsafe fn get_bone_count(&self) -> i64[src]

pub unsafe fn get_skeleton(&self) -> Rid[src]

pub unsafe fn to_node_2d(&self) -> Node2D[src]

Up-cast.

pub unsafe fn to_canvas_item(&self) -> CanvasItem[src]

Up-cast.

pub unsafe fn to_node(&self) -> Node[src]

Up-cast.

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Methods from Deref<Target = Node2D>

pub unsafe fn apply_scale(&mut self, ratio: Vector2)[src]

pub unsafe fn get_angle_to(&self, point: Vector2) -> f64[src]

pub unsafe fn get_global_position(&self) -> Vector2[src]

pub unsafe fn get_global_rotation(&self) -> f64[src]

pub unsafe fn get_global_rotation_degrees(&self) -> f64[src]

pub unsafe fn get_global_scale(&self) -> Vector2[src]

pub unsafe fn get_position(&self) -> Vector2[src]

pub unsafe fn get_relative_transform_to_parent(
    &self,
    parent: Option<Node>
) -> Transform2D
[src]

pub unsafe fn get_rotation(&self) -> f64[src]

pub unsafe fn get_rotation_degrees(&self) -> f64[src]

pub unsafe fn get_scale(&self) -> Vector2[src]

pub unsafe fn get_z_index(&self) -> i64[src]

pub unsafe fn global_translate(&mut self, offset: Vector2)[src]

pub unsafe fn is_z_relative(&self) -> bool[src]

pub unsafe fn look_at(&mut self, point: Vector2)[src]

pub unsafe fn move_local_x(&mut self, delta: f64, scaled: bool)[src]

pub unsafe fn move_local_y(&mut self, delta: f64, scaled: bool)[src]

pub unsafe fn rotate(&mut self, radians: f64)[src]

pub unsafe fn set_global_position(&mut self, position: Vector2)[src]

pub unsafe fn set_global_rotation(&mut self, radians: f64)[src]

pub unsafe fn set_global_rotation_degrees(&mut self, degrees: f64)[src]

pub unsafe fn set_global_scale(&mut self, scale: Vector2)[src]

pub unsafe fn set_global_transform(&mut self, xform: Transform2D)[src]

pub unsafe fn set_position(&mut self, position: Vector2)[src]

pub unsafe fn set_rotation(&mut self, radians: f64)[src]

pub unsafe fn set_rotation_degrees(&mut self, degrees: f64)[src]

pub unsafe fn set_scale(&mut self, scale: Vector2)[src]

pub unsafe fn set_transform(&mut self, xform: Transform2D)[src]

pub unsafe fn set_z_as_relative(&mut self, enable: bool)[src]

pub unsafe fn set_z_index(&mut self, z_index: i64)[src]

pub unsafe fn to_global(&self, local_point: Vector2) -> Vector2[src]

pub unsafe fn to_local(&self, global_point: Vector2) -> Vector2[src]

pub unsafe fn translate(&mut self, offset: Vector2)[src]

pub unsafe fn to_canvas_item(&self) -> CanvasItem[src]

Up-cast.

pub unsafe fn to_node(&self) -> Node[src]

Up-cast.

pub unsafe fn to_object(&self) -> Object[src]

Up-cast.

pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Trait Implementations

impl Clone for Skeleton2D[src]

impl Copy for Skeleton2D[src]

impl Debug for Skeleton2D[src]

impl Deref for Skeleton2D[src]

type Target = Node2D

The resulting type after dereferencing.

impl DerefMut for Skeleton2D[src]

impl Free for Skeleton2D[src]

impl FromVariant for Skeleton2D[src]

impl GodotObject for Skeleton2D[src]

impl Instanciable for Skeleton2D[src]

impl QueueFree for Skeleton2D[src]

impl ToVariant for Skeleton2D[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.