[−][src]Struct gdnative_bindings::VisualShaderNodeCubeMap
core class VisualShaderNodeCubeMap
inherits VisualShaderNode
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
VisualShaderNodeCubeMap inherits methods from:
Methods
impl VisualShaderNodeCubeMap
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Constants
impl VisualShaderNodeCubeMap
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pub fn new() -> Self
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn get_cube_map(&self) -> Option<CubeMap>
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pub fn get_texture_type(&self) -> VisualShaderNodeCubeMapTextureType
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pub fn set_cube_map(&mut self, value: Option<CubeMap>)
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pub fn set_texture_type(&mut self, value: i64)
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pub fn to_visual_shader_node(&self) -> VisualShaderNode
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = VisualShaderNode>
pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn _get_default_input_values(&self) -> VariantArray
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pub fn _set_default_input_values(&mut self, values: VariantArray)
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn get_output_port_for_preview(&self) -> i64
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pub fn set_input_port_default_value(&mut self, port: i64, value: Variant)
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pub fn set_output_port_for_preview(&mut self, port: i64)
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for VisualShaderNodeCubeMap
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fn clone(&self) -> Self
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeCubeMap
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impl Deref for VisualShaderNodeCubeMap
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeCubeMap
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeCubeMap
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impl FromVariant for VisualShaderNodeCubeMap
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for VisualShaderNodeCubeMap
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for VisualShaderNodeCubeMap
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impl ToVariant for VisualShaderNodeCubeMap
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeCubeMap
impl !Send for VisualShaderNodeCubeMap
impl !Sync for VisualShaderNodeCubeMap
impl Unpin for VisualShaderNodeCubeMap
impl UnwindSafe for VisualShaderNodeCubeMap
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,