[−][src]Struct gdnative_bindings::VisualShaderNodeVectorOp
core class VisualShaderNodeVectorOp
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
VisualShaderNodeVectorOp inherits methods from:
Methods
impl VisualShaderNodeVectorOp
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Constants
pub const OP_POW: i64
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pub const OP_ADD: i64
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pub const OP_MUL: i64
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pub const OP_CROSS: i64
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pub const OP_SUB: i64
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pub const OP_MAX: i64
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pub const OP_DIV: i64
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pub const OP_MIN: i64
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pub const OP_MOD: i64
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impl VisualShaderNodeVectorOp
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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_operator(&self) -> VisualShaderNodeVectorOpOperator
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pub fn set_operator(&mut self, op: 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 VisualShaderNodeVectorOp
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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 VisualShaderNodeVectorOp
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impl Deref for VisualShaderNodeVectorOp
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeVectorOp
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeVectorOp
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impl FromVariant for VisualShaderNodeVectorOp
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for VisualShaderNodeVectorOp
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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 VisualShaderNodeVectorOp
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impl ToVariant for VisualShaderNodeVectorOp
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVectorOp
impl !Send for VisualShaderNodeVectorOp
impl !Sync for VisualShaderNodeVectorOp
impl Unpin for VisualShaderNodeVectorOp
impl UnwindSafe for VisualShaderNodeVectorOp
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>,