[−][src]Struct gdnative_bindings::VisualServer
core singleton class VisualServer
inherits Object
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
VisualServer inherits methods from:
Methods
impl VisualServer
[src]
Constants
pub const ARRAY_TEX_UV: i64
[src]
pub const SCENARIO_DEBUG_OVERDRAW: i64
[src]
pub const ENV_SSAO_BLUR_DISABLED: i64
[src]
pub const TEXTURE_TYPE_CUBEMAP: i64
[src]
pub const ENV_DOF_BLUR_QUALITY_LOW: i64
[src]
pub const ARRAY_FORMAT_TANGENT: i64
[src]
pub const CANVAS_ITEM_Z_MAX: i64
[src]
pub const CANVAS_LIGHT_MODE_MIX: i64
[src]
pub const INFO_VERTICES_IN_FRAME: i64
[src]
pub const INSTANCE_GEOMETRY_MASK: i64
[src]
pub const LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: i64
[src]
pub const FEATURE_MULTITHREADED: i64
[src]
pub const INSTANCE_IMMEDIATE: i64
[src]
pub const MATERIAL_RENDER_PRIORITY_MIN: i64
[src]
pub const ARRAY_COMPRESS_NORMAL: i64
[src]
pub const ARRAY_FORMAT_TEX_UV2: i64
[src]
pub const MULTIMESH_CUSTOM_DATA_FLOAT: i64
[src]
pub const LIGHT_PARAM_SHADOW_NORMAL_BIAS: i64
[src]
pub const PRIMITIVE_TRIANGLES: i64
[src]
pub const ENV_BG_CLEAR_COLOR: i64
[src]
pub const ARRAY_COMPRESS_DEFAULT: i64
[src]
pub const ENV_TONE_MAPPER_FILMIC: i64
[src]
pub const REFLECTION_PROBE_UPDATE_ALWAYS: i64
[src]
pub const ARRAY_NORMAL: i64
[src]
pub const LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED: i64
[src]
pub const ENV_SSAO_QUALITY_HIGH: i64
[src]
pub const TEXTURE_FLAG_ANISOTROPIC_FILTER: i64
[src]
pub const TEXTURE_FLAG_CONVERT_TO_LINEAR: i64
[src]
pub const TEXTURE_FLAG_USED_FOR_STREAMING: i64
[src]
pub const NINE_PATCH_STRETCH: i64
[src]
pub const LIGHT_PARAM_ATTENUATION: i64
[src]
pub const NINE_PATCH_TILE: i64
[src]
pub const PRIMITIVE_LINES: i64
[src]
pub const VIEWPORT_MSAA_16X: i64
[src]
pub const PRIMITIVE_LINE_LOOP: i64
[src]
pub const LIGHT_DIRECTIONAL: i64
[src]
pub const SHADER_CANVAS_ITEM: i64
[src]
pub const VIEWPORT_CLEAR_NEVER: i64
[src]
pub const ENV_SSAO_QUALITY_LOW: i64
[src]
pub const MULTIMESH_CUSTOM_DATA_NONE: i64
[src]
pub const VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME: i64
[src]
pub const INFO_MATERIAL_CHANGES_IN_FRAME: i64
[src]
pub const ARRAY_FLAG_USE_16_BIT_BONES: i64
[src]
pub const ARRAY_FORMAT_TEX_UV: i64
[src]
pub const ARRAY_TANGENT: i64
[src]
pub const CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: i64
[src]
pub const ARRAY_FLAG_USE_2D_VERTICES: i64
[src]
pub const CANVAS_LIGHT_MODE_ADD: i64
[src]
pub const CUBEMAP_RIGHT: i64
[src]
pub const ENV_SSAO_BLUR_3x3: i64
[src]
pub const INFO_VIDEO_MEM_USED: i64
[src]
pub const MAX_CURSORS: i64
[src]
pub const PARTICLES_DRAW_ORDER_LIFETIME: i64
[src]
pub const VIEWPORT_UPDATE_DISABLED: i64
[src]
pub const VIEWPORT_UPDATE_ONCE: i64
[src]
pub const ENV_BG_COLOR: i64
[src]
pub const ENV_BG_COLOR_SKY: i64
[src]
pub const ARRAY_COMPRESS_VERTEX: i64
[src]
pub const ENV_TONE_MAPPER_ACES: i64
[src]
pub const INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: i64
[src]
pub const VIEWPORT_DEBUG_DRAW_OVERDRAW: i64
[src]
pub const LIGHT_PARAM_RANGE: i64
[src]
pub const MULTIMESH_COLOR_8BIT: i64
[src]
pub const ARRAY_WEIGHTS: i64
[src]
pub const VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: i64
[src]
pub const ARRAY_COMPRESS_COLOR: i64
[src]
pub const GLOW_BLEND_MODE_SOFTLIGHT: i64
[src]
pub const PRIMITIVE_TRIANGLE_STRIP: i64
[src]
pub const PARTICLES_DRAW_ORDER_INDEX: i64
[src]
pub const ARRAY_COMPRESS_TEX_UV2: i64
[src]
pub const ARRAY_INDEX: i64
[src]
pub const NINE_PATCH_TILE_FIT: i64
[src]
pub const INFO_SHADER_CHANGES_IN_FRAME: i64
[src]
pub const BLEND_SHAPE_MODE_NORMALIZED: i64
[src]
pub const ENV_BG_KEEP: i64
[src]
pub const ENV_DOF_BLUR_QUALITY_MEDIUM: i64
[src]
pub const PRIMITIVE_TRIANGLE_FAN: i64
[src]
pub const ENV_TONE_MAPPER_LINEAR: i64
[src]
pub const TEXTURE_TYPE_3D: i64
[src]
pub const TEXTURE_FLAG_FILTER: i64
[src]
pub const VIEWPORT_CLEAR_ONLY_NEXT_FRAME: i64
[src]
pub const VIEWPORT_RENDER_INFO_MAX: i64
[src]
pub const ARRAY_COMPRESS_BONES: i64
[src]
pub const LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: i64
[src]
pub const LIGHT_PARAM_SPOT_ANGLE: i64
[src]
pub const VIEWPORT_UPDATE_WHEN_VISIBLE: i64
[src]
pub const VIEWPORT_MSAA_4X: i64
[src]
pub const VIEWPORT_DEBUG_DRAW_DISABLED: i64
[src]
pub const INSTANCE_MULTIMESH: i64
[src]
pub const GLOW_BLEND_MODE_REPLACE: i64
[src]
pub const SHADER_MAX: i64
[src]
pub const VIEWPORT_MSAA_8X: i64
[src]
pub const ENV_BG_SKY: i64
[src]
pub const VIEWPORT_USAGE_3D: i64
[src]
pub const ARRAY_FORMAT_BONES: i64
[src]
pub const ARRAY_FORMAT_COLOR: i64
[src]
pub const INSTANCE_LIGHT: i64
[src]
pub const TEXTURE_FLAG_MIPMAPS: i64
[src]
pub const INSTANCE_NONE: i64
[src]
pub const SHADER_SPATIAL: i64
[src]
pub const SHADER_PARTICLES: i64
[src]
pub const ENV_SSAO_QUALITY_MEDIUM: i64
[src]
pub const VIEWPORT_USAGE_2D: i64
[src]
pub const VIEWPORT_USAGE_2D_NO_SAMPLING: i64
[src]
pub const VIEWPORT_USAGE_3D_NO_EFFECTS: i64
[src]
pub const ENV_SSAO_BLUR_1x1: i64
[src]
pub const LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL: i64
[src]
pub const ARRAY_COMPRESS_WEIGHTS: i64
[src]
pub const ARRAY_WEIGHTS_SIZE: i64
[src]
pub const PRIMITIVE_MAX: i64
[src]
pub const LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: i64
[src]
pub const INFO_SURFACE_CHANGES_IN_FRAME: i64
[src]
pub const VIEWPORT_DEBUG_DRAW_WIREFRAME: i64
[src]
pub const VIEWPORT_MSAA_2X: i64
[src]
pub const MULTIMESH_COLOR_NONE: i64
[src]
pub const ARRAY_BONES: i64
[src]
pub const CANVAS_ITEM_Z_MIN: i64
[src]
pub const CANVAS_LIGHT_FILTER_NONE: i64
[src]
pub const ARRAY_COMPRESS_INDEX: i64
[src]
pub const ARRAY_FORMAT_NORMAL: i64
[src]
pub const INFO_DRAW_CALLS_IN_FRAME: i64
[src]
pub const MULTIMESH_TRANSFORM_2D: i64
[src]
pub const CANVAS_LIGHT_MODE_MASK: i64
[src]
pub const ENV_TONE_MAPPER_REINHARD: i64
[src]
pub const INSTANCE_MAX: i64
[src]
pub const MULTIMESH_TRANSFORM_3D: i64
[src]
pub const CANVAS_LIGHT_FILTER_PCF9: i64
[src]
pub const INSTANCE_GI_PROBE: i64
[src]
pub const ARRAY_FORMAT_WEIGHTS: i64
[src]
pub const ARRAY_COLOR: i64
[src]
pub const LIGHT_PARAM_CONTACT_SHADOW_SIZE: i64
[src]
pub const NO_INDEX_ARRAY: i64
[src]
pub const CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: i64
[src]
pub const PRIMITIVE_POINTS: i64
[src]
pub const REFLECTION_PROBE_UPDATE_ONCE: i64
[src]
pub const CUBEMAP_BOTTOM: i64
[src]
pub const ARRAY_COMPRESS_TEX_UV: i64
[src]
pub const ENV_BG_MAX: i64
[src]
pub const ENV_DOF_BLUR_QUALITY_HIGH: i64
[src]
pub const LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: i64
[src]
pub const CANVAS_LIGHT_FILTER_PCF13: i64
[src]
pub const LIGHT_PARAM_SHADOW_BIAS: i64
[src]
pub const GLOW_BLEND_MODE_ADDITIVE: i64
[src]
pub const LIGHT_OMNI_SHADOW_CUBE: i64
[src]
pub const CANVAS_LIGHT_FILTER_PCF3: i64
[src]
pub const CANVAS_LIGHT_FILTER_PCF7: i64
[src]
pub const PARTICLES_DRAW_ORDER_VIEW_DEPTH: i64
[src]
pub const CANVAS_LIGHT_MODE_SUB: i64
[src]
pub const LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: i64
[src]
pub const SCENARIO_DEBUG_WIREFRAME: i64
[src]
pub const SHADOW_CASTING_SETTING_ON: i64
[src]
pub const VIEWPORT_MSAA_DISABLED: i64
[src]
pub const TEXTURE_FLAG_REPEAT: i64
[src]
pub const VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME: i64
[src]
pub const ARRAY_FORMAT_VERTEX: i64
[src]
pub const INSTANCE_MESH: i64
[src]
pub const LIGHT_OMNI_SHADOW_DETAIL_VERTICAL: i64
[src]
pub const MULTIMESH_CUSTOM_DATA_8BIT: i64
[src]
pub const VIEWPORT_CLEAR_ALWAYS: i64
[src]
pub const SCENARIO_DEBUG_SHADELESS: i64
[src]
pub const SHADOW_CASTING_SETTING_OFF: i64
[src]
pub const VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME: i64
[src]
pub const ARRAY_MAX: i64
[src]
pub const TEXTURE_TYPE_2D_ARRAY: i64
[src]
pub const FEATURE_SHADERS: i64
[src]
pub const LIGHT_PARAM_SPECULAR: i64
[src]
pub const LIGHT_PARAM_MAX: i64
[src]
pub const ENV_SSAO_BLUR_2x2: i64
[src]
pub const INSTANCE_REFLECTION_PROBE: i64
[src]
pub const SCENARIO_DEBUG_DISABLED: i64
[src]
pub const INFO_USAGE_VIDEO_MEM_TOTAL: i64
[src]
pub const INSTANCE_LIGHTMAP_CAPTURE: i64
[src]
pub const TEXTURE_FLAGS_DEFAULT: i64
[src]
pub const INSTANCE_FLAG_MAX: i64
[src]
pub const BLEND_SHAPE_MODE_RELATIVE: i64
[src]
pub const PRIMITIVE_LINE_STRIP: i64
[src]
pub const ARRAY_COMPRESS_TANGENT: i64
[src]
pub const ARRAY_FORMAT_INDEX: i64
[src]
pub const CUBEMAP_TOP: i64
[src]
pub const INFO_TEXTURE_MEM_USED: i64
[src]
pub const ENV_BG_CANVAS: i64
[src]
pub const INFO_VERTEX_MEM_USED: i64
[src]
pub const LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: i64
[src]
pub const LIGHT_PARAM_SPOT_ATTENUATION: i64
[src]
pub const VIEWPORT_DEBUG_DRAW_UNSHADED: i64
[src]
pub const GLOW_BLEND_MODE_SCREEN: i64
[src]
pub const VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME: i64
[src]
pub const SHADOW_CASTING_SETTING_DOUBLE_SIDED: i64
[src]
pub const SHADOW_CASTING_SETTING_SHADOWS_ONLY: i64
[src]
pub const INFO_OBJECTS_IN_FRAME: i64
[src]
pub const VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME: i64
[src]
pub const LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: i64
[src]
pub const LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: i64
[src]
pub const TEXTURE_TYPE_2D: i64
[src]
pub const CANVAS_LIGHT_FILTER_PCF5: i64
[src]
pub const MATERIAL_RENDER_PRIORITY_MAX: i64
[src]
pub const CUBEMAP_BACK: i64
[src]
pub const LIGHT_PARAM_SHADOW_MAX_DISTANCE: i64
[src]
pub const INSTANCE_PARTICLES: i64
[src]
pub const MAX_GLOW_LEVELS: i64
[src]
pub const VIEWPORT_UPDATE_ALWAYS: i64
[src]
pub const LIGHT_SPOT: i64
[src]
pub const CUBEMAP_FRONT: i64
[src]
pub const INSTANCE_FLAG_USE_BAKED_LIGHT: i64
[src]
pub const LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE: i64
[src]
pub const CUBEMAP_LEFT: i64
[src]
pub const LIGHT_OMNI: i64
[src]
pub const ARRAY_TEX_UV2: i64
[src]
pub const CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: i64
[src]
pub const ARRAY_VERTEX: i64
[src]
pub const MULTIMESH_COLOR_FLOAT: i64
[src]
pub const TEXTURE_FLAG_MIRRORED_REPEAT: i64
[src]
pub const LIGHT_PARAM_ENERGY: i64
[src]
impl VisualServer
[src]
pub fn godot_singleton() -> Self
[src]
pub fn black_bars_set_images(
&mut self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
[src]
&mut self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
pub fn black_bars_set_margins(
&mut self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
[src]
&mut self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
pub fn camera_create(&mut self) -> Rid
[src]
pub fn camera_set_cull_mask(&mut self, camera: Rid, layers: i64)
[src]
pub fn camera_set_environment(&mut self, camera: Rid, env: Rid)
[src]
pub fn camera_set_orthogonal(
&mut self,
camera: Rid,
size: f64,
z_near: f64,
z_far: f64
)
[src]
&mut self,
camera: Rid,
size: f64,
z_near: f64,
z_far: f64
)
pub fn camera_set_perspective(
&mut self,
camera: Rid,
fovy_degrees: f64,
z_near: f64,
z_far: f64
)
[src]
&mut self,
camera: Rid,
fovy_degrees: f64,
z_near: f64,
z_far: f64
)
pub fn camera_set_transform(&mut self, camera: Rid, transform: Transform)
[src]
pub fn camera_set_use_vertical_aspect(&mut self, camera: Rid, enable: bool)
[src]
pub fn canvas_create(&mut self) -> Rid
[src]
pub fn canvas_item_add_circle(
&mut self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
[src]
&mut self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
pub fn canvas_item_add_clip_ignore(&mut self, item: Rid, ignore: bool)
[src]
pub fn canvas_item_add_line(
&mut self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
[src]
&mut self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_mesh(
&mut self,
item: Rid,
mesh: Rid,
texture: Rid,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
mesh: Rid,
texture: Rid,
normal_map: Rid
)
pub fn canvas_item_add_multimesh(
&mut self,
item: Rid,
mesh: Rid,
texture: Rid,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
mesh: Rid,
texture: Rid,
normal_map: Rid
)
pub fn canvas_item_add_nine_patch(
&mut self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
pub fn canvas_item_add_particles(
&mut self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid
)
pub fn canvas_item_add_polygon(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
pub fn canvas_item_add_polyline(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_primitive(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
pub fn canvas_item_add_rect(&mut self, item: Rid, rect: Rect2, color: Color)
[src]
pub fn canvas_item_add_set_transform(
&mut self,
item: Rid,
transform: Transform2D
)
[src]
&mut self,
item: Rid,
transform: Transform2D
)
pub fn canvas_item_add_texture_rect(
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
pub fn canvas_item_add_texture_rect_region(
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
[src]
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
pub fn canvas_item_add_triangle_array(
&mut self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
bones: Int32Array,
weights: Float32Array,
texture: Rid,
count: i64,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
bones: Int32Array,
weights: Float32Array,
texture: Rid,
count: i64,
normal_map: Rid
)
pub fn canvas_item_clear(&mut self, item: Rid)
[src]
pub fn canvas_item_create(&mut self) -> Rid
[src]
pub fn canvas_item_set_clip(&mut self, item: Rid, clip: bool)
[src]
pub fn canvas_item_set_copy_to_backbuffer(
&mut self,
item: Rid,
enabled: bool,
rect: Rect2
)
[src]
&mut self,
item: Rid,
enabled: bool,
rect: Rect2
)
pub fn canvas_item_set_custom_rect(
&mut self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
[src]
&mut self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
pub fn canvas_item_set_distance_field_mode(&mut self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_draw_behind_parent(&mut self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_draw_index(&mut self, item: Rid, index: i64)
[src]
pub fn canvas_item_set_light_mask(&mut self, item: Rid, mask: i64)
[src]
pub fn canvas_item_set_material(&mut self, item: Rid, material: Rid)
[src]
pub fn canvas_item_set_modulate(&mut self, item: Rid, color: Color)
[src]
pub fn canvas_item_set_parent(&mut self, item: Rid, parent: Rid)
[src]
pub fn canvas_item_set_self_modulate(&mut self, item: Rid, color: Color)
[src]
pub fn canvas_item_set_sort_children_by_y(&mut self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_transform(&mut self, item: Rid, transform: Transform2D)
[src]
pub fn canvas_item_set_use_parent_material(&mut self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_visible(&mut self, item: Rid, visible: bool)
[src]
pub fn canvas_item_set_z_as_relative_to_parent(
&mut self,
item: Rid,
enabled: bool
)
[src]
&mut self,
item: Rid,
enabled: bool
)
pub fn canvas_item_set_z_index(&mut self, item: Rid, z_index: i64)
[src]
pub fn canvas_light_attach_to_canvas(&mut self, light: Rid, canvas: Rid)
[src]
pub fn canvas_light_create(&mut self) -> Rid
[src]
pub fn canvas_light_occluder_attach_to_canvas(
&mut self,
occluder: Rid,
canvas: Rid
)
[src]
&mut self,
occluder: Rid,
canvas: Rid
)
pub fn canvas_light_occluder_create(&mut self) -> Rid
[src]
pub fn canvas_light_occluder_set_enabled(
&mut self,
occluder: Rid,
enabled: bool
)
[src]
&mut self,
occluder: Rid,
enabled: bool
)
pub fn canvas_light_occluder_set_light_mask(&mut self, occluder: Rid, mask: i64)
[src]
pub fn canvas_light_occluder_set_polygon(&mut self, occluder: Rid, polygon: Rid)
[src]
pub fn canvas_light_occluder_set_transform(
&mut self,
occluder: Rid,
transform: Transform2D
)
[src]
&mut self,
occluder: Rid,
transform: Transform2D
)
pub fn canvas_light_set_color(&mut self, light: Rid, color: Color)
[src]
pub fn canvas_light_set_enabled(&mut self, light: Rid, enabled: bool)
[src]
pub fn canvas_light_set_energy(&mut self, light: Rid, energy: f64)
[src]
pub fn canvas_light_set_height(&mut self, light: Rid, height: f64)
[src]
pub fn canvas_light_set_item_cull_mask(&mut self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_item_shadow_cull_mask(&mut self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_layer_range(
&mut self,
light: Rid,
min_layer: i64,
max_layer: i64
)
[src]
&mut self,
light: Rid,
min_layer: i64,
max_layer: i64
)
pub fn canvas_light_set_mode(&mut self, light: Rid, mode: i64)
[src]
pub fn canvas_light_set_scale(&mut self, light: Rid, scale: f64)
[src]
pub fn canvas_light_set_shadow_buffer_size(&mut self, light: Rid, size: i64)
[src]
pub fn canvas_light_set_shadow_color(&mut self, light: Rid, color: Color)
[src]
pub fn canvas_light_set_shadow_enabled(&mut self, light: Rid, enabled: bool)
[src]
pub fn canvas_light_set_shadow_filter(&mut self, light: Rid, filter: i64)
[src]
pub fn canvas_light_set_shadow_gradient_length(
&mut self,
light: Rid,
length: f64
)
[src]
&mut self,
light: Rid,
length: f64
)
pub fn canvas_light_set_shadow_smooth(&mut self, light: Rid, smooth: f64)
[src]
pub fn canvas_light_set_texture(&mut self, light: Rid, texture: Rid)
[src]
pub fn canvas_light_set_texture_offset(&mut self, light: Rid, offset: Vector2)
[src]
pub fn canvas_light_set_transform(&mut self, light: Rid, transform: Transform2D)
[src]
pub fn canvas_light_set_z_range(&mut self, light: Rid, min_z: i64, max_z: i64)
[src]
pub fn canvas_occluder_polygon_create(&mut self) -> Rid
[src]
pub fn canvas_occluder_polygon_set_cull_mode(
&mut self,
occluder_polygon: Rid,
mode: i64
)
[src]
&mut self,
occluder_polygon: Rid,
mode: i64
)
pub fn canvas_occluder_polygon_set_shape(
&mut self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
[src]
&mut self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
pub fn canvas_occluder_polygon_set_shape_as_lines(
&mut self,
occluder_polygon: Rid,
shape: Vector2Array
)
[src]
&mut self,
occluder_polygon: Rid,
shape: Vector2Array
)
pub fn canvas_set_item_mirroring(
&mut self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
[src]
&mut self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
pub fn canvas_set_modulate(&mut self, canvas: Rid, color: Color)
[src]
pub fn directional_light_create(&mut self) -> Rid
[src]
pub fn draw(&mut self, swap_buffers: bool, frame_step: f64)
[src]
pub fn environment_create(&mut self) -> Rid
[src]
pub fn environment_set_adjustment(
&mut self,
env: Rid,
enable: bool,
brightness: f64,
contrast: f64,
saturation: f64,
ramp: Rid
)
[src]
&mut self,
env: Rid,
enable: bool,
brightness: f64,
contrast: f64,
saturation: f64,
ramp: Rid
)
pub fn environment_set_ambient_light(
&mut self,
env: Rid,
color: Color,
energy: f64,
sky_contibution: f64
)
[src]
&mut self,
env: Rid,
color: Color,
energy: f64,
sky_contibution: f64
)
pub fn environment_set_background(&mut self, env: Rid, bg: i64)
[src]
pub fn environment_set_bg_color(&mut self, env: Rid, color: Color)
[src]
pub fn environment_set_bg_energy(&mut self, env: Rid, energy: f64)
[src]
pub fn environment_set_canvas_max_layer(&mut self, env: Rid, max_layer: i64)
[src]
pub fn environment_set_dof_blur_far(
&mut self,
env: Rid,
enable: bool,
distance: f64,
transition: f64,
far_amount: f64,
quality: i64
)
[src]
&mut self,
env: Rid,
enable: bool,
distance: f64,
transition: f64,
far_amount: f64,
quality: i64
)
pub fn environment_set_dof_blur_near(
&mut self,
env: Rid,
enable: bool,
distance: f64,
transition: f64,
far_amount: f64,
quality: i64
)
[src]
&mut self,
env: Rid,
enable: bool,
distance: f64,
transition: f64,
far_amount: f64,
quality: i64
)
pub fn environment_set_fog(
&mut self,
env: Rid,
enable: bool,
color: Color,
sun_color: Color,
sun_amount: f64
)
[src]
&mut self,
env: Rid,
enable: bool,
color: Color,
sun_color: Color,
sun_amount: f64
)
pub fn environment_set_fog_depth(
&mut self,
env: Rid,
enable: bool,
depth_begin: f64,
depth_end: f64,
depth_curve: f64,
transmit: bool,
transmit_curve: f64
)
[src]
&mut self,
env: Rid,
enable: bool,
depth_begin: f64,
depth_end: f64,
depth_curve: f64,
transmit: bool,
transmit_curve: f64
)
pub fn environment_set_fog_height(
&mut self,
env: Rid,
enable: bool,
min_height: f64,
max_height: f64,
height_curve: f64
)
[src]
&mut self,
env: Rid,
enable: bool,
min_height: f64,
max_height: f64,
height_curve: f64
)
pub fn environment_set_glow(
&mut self,
env: Rid,
enable: bool,
level_flags: i64,
intensity: f64,
strength: f64,
bloom_threshold: f64,
blend_mode: i64,
hdr_bleed_threshold: f64,
hdr_bleed_scale: f64,
hdr_luminance_cap: f64,
bicubic_upscale: bool
)
[src]
&mut self,
env: Rid,
enable: bool,
level_flags: i64,
intensity: f64,
strength: f64,
bloom_threshold: f64,
blend_mode: i64,
hdr_bleed_threshold: f64,
hdr_bleed_scale: f64,
hdr_luminance_cap: f64,
bicubic_upscale: bool
)
pub fn environment_set_sky(&mut self, env: Rid, sky: Rid)
[src]
pub fn environment_set_sky_custom_fov(&mut self, env: Rid, scale: f64)
[src]
pub fn environment_set_sky_orientation(&mut self, env: Rid, orientation: Basis)
[src]
pub fn environment_set_ssao(
&mut self,
env: Rid,
enable: bool,
radius: f64,
intensity: f64,
radius2: f64,
intensity2: f64,
bias: f64,
light_affect: f64,
ao_channel_affect: f64,
color: Color,
quality: i64,
blur: i64,
bilateral_sharpness: f64
)
[src]
&mut self,
env: Rid,
enable: bool,
radius: f64,
intensity: f64,
radius2: f64,
intensity2: f64,
bias: f64,
light_affect: f64,
ao_channel_affect: f64,
color: Color,
quality: i64,
blur: i64,
bilateral_sharpness: f64
)
pub fn environment_set_ssr(
&mut self,
env: Rid,
enable: bool,
max_steps: i64,
fade_in: f64,
fade_out: f64,
depth_tolerance: f64,
roughness: bool
)
[src]
&mut self,
env: Rid,
enable: bool,
max_steps: i64,
fade_in: f64,
fade_out: f64,
depth_tolerance: f64,
roughness: bool
)
pub fn environment_set_tonemap(
&mut self,
env: Rid,
tone_mapper: i64,
exposure: f64,
white: f64,
auto_exposure: bool,
min_luminance: f64,
max_luminance: f64,
auto_exp_speed: f64,
auto_exp_grey: f64
)
[src]
&mut self,
env: Rid,
tone_mapper: i64,
exposure: f64,
white: f64,
auto_exposure: bool,
min_luminance: f64,
max_luminance: f64,
auto_exp_speed: f64,
auto_exp_grey: f64
)
pub fn finish(&mut self)
[src]
pub fn force_draw(&mut self, swap_buffers: bool, frame_step: f64)
[src]
pub fn force_sync(&mut self)
[src]
pub fn free_rid(&mut self, rid: Rid)
[src]
pub fn get_render_info(&mut self, info: i64) -> i64
[src]
pub fn get_test_cube(&mut self) -> Rid
[src]
pub fn get_test_texture(&mut self) -> Rid
[src]
pub fn get_white_texture(&mut self) -> Rid
[src]
pub fn gi_probe_create(&mut self) -> Rid
[src]
pub fn gi_probe_get_bias(&self, probe: Rid) -> f64
[src]
pub fn gi_probe_get_bounds(&self, probe: Rid) -> Aabb
[src]
pub fn gi_probe_get_cell_size(&self, probe: Rid) -> f64
[src]
pub fn gi_probe_get_dynamic_data(&self, probe: Rid) -> Int32Array
[src]
pub fn gi_probe_get_dynamic_range(&self, probe: Rid) -> i64
[src]
pub fn gi_probe_get_energy(&self, probe: Rid) -> f64
[src]
pub fn gi_probe_get_normal_bias(&self, probe: Rid) -> f64
[src]
pub fn gi_probe_get_propagation(&self, probe: Rid) -> f64
[src]
pub fn gi_probe_get_to_cell_xform(&self, probe: Rid) -> Transform
[src]
pub fn gi_probe_is_compressed(&self, probe: Rid) -> bool
[src]
pub fn gi_probe_is_interior(&self, probe: Rid) -> bool
[src]
pub fn gi_probe_set_bias(&mut self, probe: Rid, bias: f64)
[src]
pub fn gi_probe_set_bounds(&mut self, probe: Rid, bounds: Aabb)
[src]
pub fn gi_probe_set_cell_size(&mut self, probe: Rid, range: f64)
[src]
pub fn gi_probe_set_compress(&mut self, probe: Rid, enable: bool)
[src]
pub fn gi_probe_set_dynamic_data(&mut self, probe: Rid, data: Int32Array)
[src]
pub fn gi_probe_set_dynamic_range(&mut self, probe: Rid, range: i64)
[src]
pub fn gi_probe_set_energy(&mut self, probe: Rid, energy: f64)
[src]
pub fn gi_probe_set_interior(&mut self, probe: Rid, enable: bool)
[src]
pub fn gi_probe_set_normal_bias(&mut self, probe: Rid, bias: f64)
[src]
pub fn gi_probe_set_propagation(&mut self, probe: Rid, propagation: f64)
[src]
pub fn gi_probe_set_to_cell_xform(&mut self, probe: Rid, xform: Transform)
[src]
pub fn has_changed(&self) -> bool
[src]
pub fn has_feature(&self, feature: i64) -> bool
[src]
pub fn has_os_feature(&self, feature: GodotString) -> bool
[src]
pub fn immediate_begin(&mut self, immediate: Rid, primitive: i64, texture: Rid)
[src]
pub fn immediate_clear(&mut self, immediate: Rid)
[src]
pub fn immediate_color(&mut self, immediate: Rid, color: Color)
[src]
pub fn immediate_create(&mut self) -> Rid
[src]
pub fn immediate_end(&mut self, immediate: Rid)
[src]
pub fn immediate_get_material(&self, immediate: Rid) -> Rid
[src]
pub fn immediate_normal(&mut self, immediate: Rid, normal: Vector3)
[src]
pub fn immediate_set_material(&mut self, immediate: Rid, material: Rid)
[src]
pub fn immediate_tangent(&mut self, immediate: Rid, tangent: Plane)
[src]
pub fn immediate_uv(&mut self, immediate: Rid, tex_uv: Vector2)
[src]
pub fn immediate_uv2(&mut self, immediate: Rid, tex_uv: Vector2)
[src]
pub fn immediate_vertex(&mut self, immediate: Rid, vertex: Vector3)
[src]
pub fn immediate_vertex_2d(&mut self, immediate: Rid, vertex: Vector2)
[src]
pub fn init(&mut self)
[src]
pub fn instance_attach_object_instance_id(&mut self, instance: Rid, id: i64)
[src]
pub fn instance_attach_skeleton(&mut self, instance: Rid, skeleton: Rid)
[src]
pub fn instance_create(&mut self) -> Rid
[src]
pub fn instance_create2(&mut self, base: Rid, scenario: Rid) -> Rid
[src]
pub fn instance_geometry_set_as_instance_lod(
&mut self,
instance: Rid,
as_lod_of_instance: Rid
)
[src]
&mut self,
instance: Rid,
as_lod_of_instance: Rid
)
pub fn instance_geometry_set_cast_shadows_setting(
&mut self,
instance: Rid,
shadow_casting_setting: i64
)
[src]
&mut self,
instance: Rid,
shadow_casting_setting: i64
)
pub fn instance_geometry_set_draw_range(
&mut self,
instance: Rid,
min: f64,
max: f64,
min_margin: f64,
max_margin: f64
)
[src]
&mut self,
instance: Rid,
min: f64,
max: f64,
min_margin: f64,
max_margin: f64
)
pub fn instance_geometry_set_flag(
&mut self,
instance: Rid,
flag: i64,
enabled: bool
)
[src]
&mut self,
instance: Rid,
flag: i64,
enabled: bool
)
pub fn instance_geometry_set_material_override(
&mut self,
instance: Rid,
material: Rid
)
[src]
&mut self,
instance: Rid,
material: Rid
)
pub fn instance_set_base(&mut self, instance: Rid, base: Rid)
[src]
pub fn instance_set_blend_shape_weight(
&mut self,
instance: Rid,
shape: i64,
weight: f64
)
[src]
&mut self,
instance: Rid,
shape: i64,
weight: f64
)
pub fn instance_set_custom_aabb(&mut self, instance: Rid, aabb: Aabb)
[src]
pub fn instance_set_exterior(&mut self, instance: Rid, enabled: bool)
[src]
pub fn instance_set_extra_visibility_margin(
&mut self,
instance: Rid,
margin: f64
)
[src]
&mut self,
instance: Rid,
margin: f64
)
pub fn instance_set_layer_mask(&mut self, instance: Rid, mask: i64)
[src]
pub fn instance_set_scenario(&mut self, instance: Rid, scenario: Rid)
[src]
pub fn instance_set_surface_material(
&mut self,
instance: Rid,
surface: i64,
material: Rid
)
[src]
&mut self,
instance: Rid,
surface: i64,
material: Rid
)
pub fn instance_set_transform(&mut self, instance: Rid, transform: Transform)
[src]
pub fn instance_set_use_lightmap(
&mut self,
instance: Rid,
lightmap_instance: Rid,
lightmap: Rid
)
[src]
&mut self,
instance: Rid,
lightmap_instance: Rid,
lightmap: Rid
)
pub fn instance_set_visible(&mut self, instance: Rid, visible: bool)
[src]
pub fn instances_cull_aabb(&self, aabb: Aabb, scenario: Rid) -> VariantArray
[src]
pub fn instances_cull_convex(
&self,
convex: VariantArray,
scenario: Rid
) -> VariantArray
[src]
&self,
convex: VariantArray,
scenario: Rid
) -> VariantArray
pub fn instances_cull_ray(
&self,
from: Vector3,
to: Vector3,
scenario: Rid
) -> VariantArray
[src]
&self,
from: Vector3,
to: Vector3,
scenario: Rid
) -> VariantArray
pub fn light_directional_set_blend_splits(&mut self, light: Rid, enable: bool)
[src]
pub fn light_directional_set_shadow_depth_range_mode(
&mut self,
light: Rid,
range_mode: i64
)
[src]
&mut self,
light: Rid,
range_mode: i64
)
pub fn light_directional_set_shadow_mode(&mut self, light: Rid, mode: i64)
[src]
pub fn light_omni_set_shadow_detail(&mut self, light: Rid, detail: i64)
[src]
pub fn light_omni_set_shadow_mode(&mut self, light: Rid, mode: i64)
[src]
pub fn light_set_color(&mut self, light: Rid, color: Color)
[src]
pub fn light_set_cull_mask(&mut self, light: Rid, mask: i64)
[src]
pub fn light_set_negative(&mut self, light: Rid, enable: bool)
[src]
pub fn light_set_param(&mut self, light: Rid, param: i64, value: f64)
[src]
pub fn light_set_projector(&mut self, light: Rid, texture: Rid)
[src]
pub fn light_set_reverse_cull_face_mode(&mut self, light: Rid, enabled: bool)
[src]
pub fn light_set_shadow(&mut self, light: Rid, enabled: bool)
[src]
pub fn light_set_shadow_color(&mut self, light: Rid, color: Color)
[src]
pub fn lightmap_capture_create(&mut self) -> Rid
[src]
pub fn lightmap_capture_get_bounds(&self, capture: Rid) -> Aabb
[src]
pub fn lightmap_capture_get_energy(&self, capture: Rid) -> f64
[src]
pub fn lightmap_capture_get_octree(&self, capture: Rid) -> ByteArray
[src]
pub fn lightmap_capture_get_octree_cell_subdiv(&self, capture: Rid) -> i64
[src]
pub fn lightmap_capture_get_octree_cell_transform(
&self,
capture: Rid
) -> Transform
[src]
&self,
capture: Rid
) -> Transform
pub fn lightmap_capture_set_bounds(&mut self, capture: Rid, bounds: Aabb)
[src]
pub fn lightmap_capture_set_energy(&mut self, capture: Rid, energy: f64)
[src]
pub fn lightmap_capture_set_octree(&mut self, capture: Rid, octree: ByteArray)
[src]
pub fn lightmap_capture_set_octree_cell_subdiv(
&mut self,
capture: Rid,
subdiv: i64
)
[src]
&mut self,
capture: Rid,
subdiv: i64
)
pub fn lightmap_capture_set_octree_cell_transform(
&mut self,
capture: Rid,
xform: Transform
)
[src]
&mut self,
capture: Rid,
xform: Transform
)
pub fn make_sphere_mesh(
&mut self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
[src]
&mut self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
pub fn material_create(&mut self) -> Rid
[src]
pub fn material_get_param(
&self,
material: Rid,
parameter: GodotString
) -> Variant
[src]
&self,
material: Rid,
parameter: GodotString
) -> Variant
pub fn material_get_param_default(
&self,
material: Rid,
parameter: GodotString
) -> Variant
[src]
&self,
material: Rid,
parameter: GodotString
) -> Variant
pub fn material_get_shader(&self, shader_material: Rid) -> Rid
[src]
pub fn material_set_line_width(&mut self, material: Rid, width: f64)
[src]
pub fn material_set_next_pass(&mut self, material: Rid, next_material: Rid)
[src]
pub fn material_set_param(
&mut self,
material: Rid,
parameter: GodotString,
value: Variant
)
[src]
&mut self,
material: Rid,
parameter: GodotString,
value: Variant
)
pub fn material_set_render_priority(&mut self, material: Rid, priority: i64)
[src]
pub fn material_set_shader(&mut self, shader_material: Rid, shader: Rid)
[src]
pub fn mesh_add_surface_from_arrays(
&mut self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
[src]
&mut self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
pub fn mesh_clear(&mut self, mesh: Rid)
[src]
pub fn mesh_create(&mut self) -> Rid
[src]
pub fn mesh_get_blend_shape_count(&self, mesh: Rid) -> i64
[src]
pub fn mesh_get_blend_shape_mode(&self, mesh: Rid) -> VisualServerBlendShapeMode
[src]
pub fn mesh_get_custom_aabb(&self, mesh: Rid) -> Aabb
[src]
pub fn mesh_get_surface_count(&self, mesh: Rid) -> i64
[src]
pub fn mesh_remove_surface(&mut self, mesh: Rid, index: i64)
[src]
pub fn mesh_set_blend_shape_count(&mut self, mesh: Rid, amount: i64)
[src]
pub fn mesh_set_blend_shape_mode(&mut self, mesh: Rid, mode: i64)
[src]
pub fn mesh_set_custom_aabb(&mut self, mesh: Rid, aabb: Aabb)
[src]
pub fn mesh_surface_get_aabb(&self, mesh: Rid, surface: i64) -> Aabb
[src]
pub fn mesh_surface_get_array(&self, mesh: Rid, surface: i64) -> ByteArray
[src]
pub fn mesh_surface_get_array_index_len(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_array_len(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_arrays(&self, mesh: Rid, surface: i64) -> VariantArray
[src]
pub fn mesh_surface_get_blend_shape_arrays(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
[src]
&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_surface_get_format(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_format_offset(
&self,
format: i64,
vertex_len: i64,
index_len: i64,
array_index: i64
) -> i64
[src]
&self,
format: i64,
vertex_len: i64,
index_len: i64,
array_index: i64
) -> i64
pub fn mesh_surface_get_format_stride(
&self,
format: i64,
vertex_len: i64,
index_len: i64
) -> i64
[src]
&self,
format: i64,
vertex_len: i64,
index_len: i64
) -> i64
pub fn mesh_surface_get_index_array(&self, mesh: Rid, surface: i64) -> ByteArray
[src]
pub fn mesh_surface_get_material(&self, mesh: Rid, surface: i64) -> Rid
[src]
pub fn mesh_surface_get_primitive_type(
&self,
mesh: Rid,
surface: i64
) -> VisualServerPrimitiveType
[src]
&self,
mesh: Rid,
surface: i64
) -> VisualServerPrimitiveType
pub fn mesh_surface_get_skeleton_aabb(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
[src]
&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_surface_set_material(
&mut self,
mesh: Rid,
surface: i64,
material: Rid
)
[src]
&mut self,
mesh: Rid,
surface: i64,
material: Rid
)
pub fn mesh_surface_update_region(
&mut self,
mesh: Rid,
surface: i64,
offset: i64,
data: ByteArray
)
[src]
&mut self,
mesh: Rid,
surface: i64,
offset: i64,
data: ByteArray
)
pub fn multimesh_allocate(
&mut self,
multimesh: Rid,
instances: i64,
transform_format: i64,
color_format: i64,
custom_data_format: i64
)
[src]
&mut self,
multimesh: Rid,
instances: i64,
transform_format: i64,
color_format: i64,
custom_data_format: i64
)
pub fn multimesh_get_aabb(&self, multimesh: Rid) -> Aabb
[src]
pub fn multimesh_get_instance_count(&self, multimesh: Rid) -> i64
[src]
pub fn multimesh_get_mesh(&self, multimesh: Rid) -> Rid
[src]
pub fn multimesh_get_visible_instances(&self, multimesh: Rid) -> i64
[src]
pub fn multimesh_instance_get_color(&self, multimesh: Rid, index: i64) -> Color
[src]
pub fn multimesh_instance_get_custom_data(
&self,
multimesh: Rid,
index: i64
) -> Color
[src]
&self,
multimesh: Rid,
index: i64
) -> Color
pub fn multimesh_instance_get_transform(
&self,
multimesh: Rid,
index: i64
) -> Transform
[src]
&self,
multimesh: Rid,
index: i64
) -> Transform
pub fn multimesh_instance_get_transform_2d(
&self,
multimesh: Rid,
index: i64
) -> Transform2D
[src]
&self,
multimesh: Rid,
index: i64
) -> Transform2D
pub fn multimesh_instance_set_color(
&mut self,
multimesh: Rid,
index: i64,
color: Color
)
[src]
&mut self,
multimesh: Rid,
index: i64,
color: Color
)
pub fn multimesh_instance_set_custom_data(
&mut self,
multimesh: Rid,
index: i64,
custom_data: Color
)
[src]
&mut self,
multimesh: Rid,
index: i64,
custom_data: Color
)
pub fn multimesh_instance_set_transform(
&mut self,
multimesh: Rid,
index: i64,
transform: Transform
)
[src]
&mut self,
multimesh: Rid,
index: i64,
transform: Transform
)
pub fn multimesh_instance_set_transform_2d(
&mut self,
multimesh: Rid,
index: i64,
transform: Transform2D
)
[src]
&mut self,
multimesh: Rid,
index: i64,
transform: Transform2D
)
pub fn multimesh_set_as_bulk_array(
&mut self,
multimesh: Rid,
array: Float32Array
)
[src]
&mut self,
multimesh: Rid,
array: Float32Array
)
pub fn multimesh_set_mesh(&mut self, multimesh: Rid, mesh: Rid)
[src]
pub fn multimesh_set_visible_instances(&mut self, multimesh: Rid, visible: i64)
[src]
pub fn omni_light_create(&mut self) -> Rid
[src]
pub fn particles_create(&mut self) -> Rid
[src]
pub fn particles_get_current_aabb(&mut self, particles: Rid) -> Aabb
[src]
pub fn particles_get_emitting(&mut self, particles: Rid) -> bool
[src]
pub fn particles_restart(&mut self, particles: Rid)
[src]
pub fn particles_set_amount(&mut self, particles: Rid, amount: i64)
[src]
pub fn particles_set_custom_aabb(&mut self, particles: Rid, aabb: Aabb)
[src]
pub fn particles_set_draw_order(&mut self, particles: Rid, order: i64)
[src]
pub fn particles_set_draw_pass_mesh(
&mut self,
particles: Rid,
pass: i64,
mesh: Rid
)
[src]
&mut self,
particles: Rid,
pass: i64,
mesh: Rid
)
pub fn particles_set_draw_passes(&mut self, particles: Rid, count: i64)
[src]
pub fn particles_set_emission_transform(
&mut self,
particles: Rid,
transform: Transform
)
[src]
&mut self,
particles: Rid,
transform: Transform
)
pub fn particles_set_emitting(&mut self, particles: Rid, emitting: bool)
[src]
pub fn particles_set_explosiveness_ratio(&mut self, particles: Rid, ratio: f64)
[src]
pub fn particles_set_fixed_fps(&mut self, particles: Rid, fps: i64)
[src]
pub fn particles_set_fractional_delta(&mut self, particles: Rid, enable: bool)
[src]
pub fn particles_set_lifetime(&mut self, particles: Rid, lifetime: f64)
[src]
pub fn particles_set_one_shot(&mut self, particles: Rid, one_shot: bool)
[src]
pub fn particles_set_pre_process_time(&mut self, particles: Rid, time: f64)
[src]
pub fn particles_set_process_material(&mut self, particles: Rid, material: Rid)
[src]
pub fn particles_set_randomness_ratio(&mut self, particles: Rid, ratio: f64)
[src]
pub fn particles_set_speed_scale(&mut self, particles: Rid, scale: f64)
[src]
pub fn particles_set_use_local_coordinates(
&mut self,
particles: Rid,
enable: bool
)
[src]
&mut self,
particles: Rid,
enable: bool
)
pub fn reflection_probe_create(&mut self) -> Rid
[src]
pub fn reflection_probe_set_as_interior(&mut self, probe: Rid, enable: bool)
[src]
pub fn reflection_probe_set_cull_mask(&mut self, probe: Rid, layers: i64)
[src]
pub fn reflection_probe_set_enable_box_projection(
&mut self,
probe: Rid,
enable: bool
)
[src]
&mut self,
probe: Rid,
enable: bool
)
pub fn reflection_probe_set_enable_shadows(&mut self, probe: Rid, enable: bool)
[src]
pub fn reflection_probe_set_extents(&mut self, probe: Rid, extents: Vector3)
[src]
pub fn reflection_probe_set_intensity(&mut self, probe: Rid, intensity: f64)
[src]
pub fn reflection_probe_set_interior_ambient(
&mut self,
probe: Rid,
color: Color
)
[src]
&mut self,
probe: Rid,
color: Color
)
pub fn reflection_probe_set_interior_ambient_energy(
&mut self,
probe: Rid,
energy: f64
)
[src]
&mut self,
probe: Rid,
energy: f64
)
pub fn reflection_probe_set_interior_ambient_probe_contribution(
&mut self,
probe: Rid,
contrib: f64
)
[src]
&mut self,
probe: Rid,
contrib: f64
)
pub fn reflection_probe_set_max_distance(&mut self, probe: Rid, distance: f64)
[src]
pub fn reflection_probe_set_origin_offset(
&mut self,
probe: Rid,
offset: Vector3
)
[src]
&mut self,
probe: Rid,
offset: Vector3
)
pub fn reflection_probe_set_update_mode(&mut self, probe: Rid, mode: i64)
[src]
pub fn request_frame_drawn_callback(
&mut self,
_where: Option<Object>,
method: GodotString,
userdata: Variant
)
[src]
&mut self,
_where: Option<Object>,
method: GodotString,
userdata: Variant
)
pub fn scenario_create(&mut self) -> Rid
[src]
pub fn scenario_set_debug(&mut self, scenario: Rid, debug_mode: i64)
[src]
pub fn scenario_set_environment(&mut self, scenario: Rid, environment: Rid)
[src]
pub fn scenario_set_fallback_environment(
&mut self,
scenario: Rid,
environment: Rid
)
[src]
&mut self,
scenario: Rid,
environment: Rid
)
pub fn scenario_set_reflection_atlas_size(
&mut self,
scenario: Rid,
size: i64,
subdiv: i64
)
[src]
&mut self,
scenario: Rid,
size: i64,
subdiv: i64
)
pub fn set_boot_image(
&mut self,
image: Option<Image>,
color: Color,
scale: bool
)
[src]
&mut self,
image: Option<Image>,
color: Color,
scale: bool
)
pub fn set_debug_generate_wireframes(&mut self, generate: bool)
[src]
pub fn set_default_clear_color(&mut self, color: Color)
[src]
pub fn shader_create(&mut self) -> Rid
[src]
pub fn shader_get_code(&self, shader: Rid) -> GodotString
[src]
pub fn shader_get_default_texture_param(
&self,
shader: Rid,
name: GodotString
) -> Rid
[src]
&self,
shader: Rid,
name: GodotString
) -> Rid
pub fn shader_get_param_list(&self, shader: Rid) -> VariantArray
[src]
pub fn shader_set_code(&mut self, shader: Rid, code: GodotString)
[src]
pub fn shader_set_default_texture_param(
&mut self,
shader: Rid,
name: GodotString,
texture: Rid
)
[src]
&mut self,
shader: Rid,
name: GodotString,
texture: Rid
)
pub fn skeleton_allocate(
&mut self,
skeleton: Rid,
bones: i64,
is_2d_skeleton: bool
)
[src]
&mut self,
skeleton: Rid,
bones: i64,
is_2d_skeleton: bool
)
pub fn skeleton_bone_get_transform(&self, skeleton: Rid, bone: i64) -> Transform
[src]
pub fn skeleton_bone_get_transform_2d(
&self,
skeleton: Rid,
bone: i64
) -> Transform2D
[src]
&self,
skeleton: Rid,
bone: i64
) -> Transform2D
pub fn skeleton_bone_set_transform(
&mut self,
skeleton: Rid,
bone: i64,
transform: Transform
)
[src]
&mut self,
skeleton: Rid,
bone: i64,
transform: Transform
)
pub fn skeleton_bone_set_transform_2d(
&mut self,
skeleton: Rid,
bone: i64,
transform: Transform2D
)
[src]
&mut self,
skeleton: Rid,
bone: i64,
transform: Transform2D
)
pub fn skeleton_create(&mut self) -> Rid
[src]
pub fn skeleton_get_bone_count(&self, skeleton: Rid) -> i64
[src]
pub fn sky_create(&mut self) -> Rid
[src]
pub fn sky_set_texture(&mut self, sky: Rid, cube_map: Rid, radiance_size: i64)
[src]
pub fn spot_light_create(&mut self) -> Rid
[src]
pub fn sync(&mut self)
[src]
pub fn texture_allocate(
&mut self,
texture: Rid,
width: i64,
height: i64,
depth_3d: i64,
format: i64,
_type: i64,
flags: i64
)
[src]
&mut self,
texture: Rid,
width: i64,
height: i64,
depth_3d: i64,
format: i64,
_type: i64,
flags: i64
)
pub fn texture_create(&mut self) -> Rid
[src]
pub fn texture_create_from_image(
&mut self,
image: Option<Image>,
flags: i64
) -> Rid
[src]
&mut self,
image: Option<Image>,
flags: i64
) -> Rid
pub fn texture_debug_usage(&mut self) -> VariantArray
[src]
pub fn texture_get_data(&self, texture: Rid, cube_side: i64) -> Option<Image>
[src]
pub fn texture_get_depth(&self, texture: Rid) -> i64
[src]
pub fn texture_get_flags(&self, texture: Rid) -> i64
[src]
pub fn texture_get_format(&self, texture: Rid) -> ImageFormat
[src]
pub fn texture_get_height(&self, texture: Rid) -> i64
[src]
pub fn texture_get_path(&self, texture: Rid) -> GodotString
[src]
pub fn texture_get_texid(&self, texture: Rid) -> i64
[src]
pub fn texture_get_type(&self, texture: Rid) -> VisualServerTextureType
[src]
pub fn texture_get_width(&self, texture: Rid) -> i64
[src]
pub fn texture_set_data(
&mut self,
texture: Rid,
image: Option<Image>,
layer: i64
)
[src]
&mut self,
texture: Rid,
image: Option<Image>,
layer: i64
)
pub fn texture_set_data_partial(
&mut self,
texture: Rid,
image: Option<Image>,
src_x: i64,
src_y: i64,
src_w: i64,
src_h: i64,
dst_x: i64,
dst_y: i64,
dst_mip: i64,
layer: i64
)
[src]
&mut self,
texture: Rid,
image: Option<Image>,
src_x: i64,
src_y: i64,
src_w: i64,
src_h: i64,
dst_x: i64,
dst_y: i64,
dst_mip: i64,
layer: i64
)
pub fn texture_set_flags(&mut self, texture: Rid, flags: i64)
[src]
pub fn texture_set_path(&mut self, texture: Rid, path: GodotString)
[src]
pub fn texture_set_shrink_all_x2_on_set_data(&mut self, shrink: bool)
[src]
pub fn texture_set_size_override(
&mut self,
texture: Rid,
width: i64,
height: i64,
depth: i64
)
[src]
&mut self,
texture: Rid,
width: i64,
height: i64,
depth: i64
)
pub fn textures_keep_original(&mut self, enable: bool)
[src]
pub fn viewport_attach_camera(&mut self, viewport: Rid, camera: Rid)
[src]
pub fn viewport_attach_canvas(&mut self, viewport: Rid, canvas: Rid)
[src]
pub fn viewport_attach_to_screen(
&mut self,
viewport: Rid,
rect: Rect2,
screen: i64
)
[src]
&mut self,
viewport: Rid,
rect: Rect2,
screen: i64
)
pub fn viewport_create(&mut self) -> Rid
[src]
pub fn viewport_detach(&mut self, viewport: Rid)
[src]
pub fn viewport_get_render_info(&mut self, viewport: Rid, info: i64) -> i64
[src]
pub fn viewport_get_texture(&self, viewport: Rid) -> Rid
[src]
pub fn viewport_remove_canvas(&mut self, viewport: Rid, canvas: Rid)
[src]
pub fn viewport_set_active(&mut self, viewport: Rid, active: bool)
[src]
pub fn viewport_set_canvas_stacking(
&mut self,
viewport: Rid,
canvas: Rid,
layer: i64,
sublayer: i64
)
[src]
&mut self,
viewport: Rid,
canvas: Rid,
layer: i64,
sublayer: i64
)
pub fn viewport_set_canvas_transform(
&mut self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
[src]
&mut self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
pub fn viewport_set_clear_mode(&mut self, viewport: Rid, clear_mode: i64)
[src]
pub fn viewport_set_debug_draw(&mut self, viewport: Rid, draw: i64)
[src]
pub fn viewport_set_disable_3d(&mut self, viewport: Rid, disabled: bool)
[src]
pub fn viewport_set_disable_environment(
&mut self,
viewport: Rid,
disabled: bool
)
[src]
&mut self,
viewport: Rid,
disabled: bool
)
pub fn viewport_set_global_canvas_transform(
&mut self,
viewport: Rid,
transform: Transform2D
)
[src]
&mut self,
viewport: Rid,
transform: Transform2D
)
pub fn viewport_set_hdr(&mut self, viewport: Rid, enabled: bool)
[src]
pub fn viewport_set_hide_canvas(&mut self, viewport: Rid, hidden: bool)
[src]
pub fn viewport_set_hide_scenario(&mut self, viewport: Rid, hidden: bool)
[src]
pub fn viewport_set_msaa(&mut self, viewport: Rid, msaa: i64)
[src]
pub fn viewport_set_parent_viewport(
&mut self,
viewport: Rid,
parent_viewport: Rid
)
[src]
&mut self,
viewport: Rid,
parent_viewport: Rid
)
pub fn viewport_set_scenario(&mut self, viewport: Rid, scenario: Rid)
[src]
pub fn viewport_set_shadow_atlas_quadrant_subdivision(
&mut self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
[src]
&mut self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
pub fn viewport_set_shadow_atlas_size(&mut self, viewport: Rid, size: i64)
[src]
pub fn viewport_set_size(&mut self, viewport: Rid, width: i64, height: i64)
[src]
pub fn viewport_set_transparent_background(
&mut self,
viewport: Rid,
enabled: bool
)
[src]
&mut self,
viewport: Rid,
enabled: bool
)
pub fn viewport_set_update_mode(&mut self, viewport: Rid, update_mode: i64)
[src]
pub fn viewport_set_usage(&mut self, viewport: Rid, usage: i64)
[src]
pub fn viewport_set_use_arvr(&mut self, viewport: Rid, use_arvr: bool)
[src]
pub fn viewport_set_vflip(&mut self, viewport: Rid, enabled: bool)
[src]
pub fn to_object(&self) -> Object
[src]
Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
[src]
Generic dynamic cast.
Methods from Deref<Target = Object>
pub const NOTIFICATION_POSTINITIALIZE: i64
[src]
pub const CONNECT_DEFERRED: i64
[src]
pub const CONNECT_ONESHOT: i64
[src]
pub const CONNECT_REFERENCE_COUNTED: i64
[src]
pub const NOTIFICATION_PREDELETE: i64
[src]
pub const CONNECT_PERSIST: i64
[src]
pub unsafe fn _get(&mut self, property: GodotString) -> Variant
[src]
pub unsafe fn _get_property_list(&mut self) -> VariantArray
[src]
pub unsafe fn _init(&mut self)
[src]
pub unsafe fn _notification(&mut self, what: i64)
[src]
pub unsafe fn _set(&mut self, property: GodotString, value: Variant) -> bool
[src]
pub unsafe fn add_user_signal(
&mut self,
signal: GodotString,
arguments: VariantArray
)
[src]
&mut self,
signal: GodotString,
arguments: VariantArray
)
pub unsafe fn call(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn callv(
&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
[src]
&mut self,
method: GodotString,
arg_array: VariantArray
) -> Variant
pub unsafe fn can_translate_messages(&self) -> bool
[src]
pub unsafe fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> Result<(), GodotError>
[src]
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> Result<(), GodotError>
pub unsafe fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
[src]
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub unsafe fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub unsafe fn get(&self, property: GodotString) -> Variant
[src]
pub unsafe fn get_class(&self) -> GodotString
[src]
pub unsafe fn get_incoming_connections(&self) -> VariantArray
[src]
pub unsafe fn get_indexed(&self, property: NodePath) -> Variant
[src]
pub unsafe fn get_instance_id(&self) -> i64
[src]
pub unsafe fn get_meta(&self, name: GodotString) -> Variant
[src]
pub unsafe fn get_meta_list(&self) -> StringArray
[src]
pub unsafe fn get_method_list(&self) -> VariantArray
[src]
pub unsafe fn get_property_list(&self) -> VariantArray
[src]
pub unsafe fn get_script(&self) -> Option<Reference>
[src]
pub unsafe fn get_signal_connection_list(
&self,
signal: GodotString
) -> VariantArray
[src]
&self,
signal: GodotString
) -> VariantArray
pub unsafe fn get_signal_list(&self) -> VariantArray
[src]
pub unsafe fn has_meta(&self, name: GodotString) -> bool
[src]
pub unsafe fn has_method(&self, method: GodotString) -> bool
[src]
pub unsafe fn has_user_signal(&self, signal: GodotString) -> bool
[src]
pub unsafe fn is_blocking_signals(&self) -> bool
[src]
pub unsafe fn is_class(&self, _type: GodotString) -> bool
[src]
pub unsafe fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
[src]
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub unsafe fn is_queued_for_deletion(&self) -> bool
[src]
pub unsafe fn notification(&mut self, what: i64, reversed: bool)
[src]
pub unsafe fn property_list_changed_notify(&mut self)
[src]
pub unsafe fn set(&mut self, property: GodotString, value: Variant)
[src]
pub unsafe fn set_block_signals(&mut self, enable: bool)
[src]
pub unsafe fn set_deferred(&mut self, property: GodotString, value: Variant)
[src]
pub unsafe fn set_indexed(&mut self, property: NodePath, value: Variant)
[src]
pub unsafe fn set_message_translation(&mut self, enable: bool)
[src]
pub unsafe fn set_meta(&mut self, name: GodotString, value: Variant)
[src]
pub unsafe fn set_script(&mut self, script: Option<Reference>)
[src]
pub unsafe fn tr(&self, message: GodotString) -> GodotString
[src]
pub unsafe fn cast<T>(&self) -> Option<T> where
T: GodotObject,
[src]
T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for VisualServer
[src]
fn clone(&self) -> VisualServer
[src]
fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Copy for VisualServer
[src]
impl Debug for VisualServer
[src]
impl Deref for VisualServer
[src]
impl DerefMut for VisualServer
[src]
impl FromVariant for VisualServer
[src]
fn from_variant(variant: &Variant) -> Option<Self>
[src]
impl GodotObject for VisualServer
[src]
fn class_name() -> &'static str
[src]
unsafe fn from_sys(obj: *mut godot_object) -> Self
[src]
unsafe fn to_sys(&self) -> *mut godot_object
[src]
impl ToVariant for VisualServer
[src]
fn to_variant(&self) -> Variant
[src]
Auto Trait Implementations
impl RefUnwindSafe for VisualServer
impl !Send for VisualServer
impl !Sync for VisualServer
impl Unpin for VisualServer
impl UnwindSafe for VisualServer
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
[src]
fn clone_into(&self, target: &mut T)
[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,