[−][src]Struct gdnative_bindings::CanvasItemMaterial
core class CanvasItemMaterial
inherits Material
(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
CanvasItemMaterial 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 Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl CanvasItemMaterial
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Constants
pub const BLEND_MODE_ADD: i64
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pub const BLEND_MODE_MIX: i64
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pub const BLEND_MODE_MUL: i64
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pub const BLEND_MODE_PREMULT_ALPHA: i64
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pub const BLEND_MODE_SUB: i64
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pub const LIGHT_MODE_LIGHT_ONLY: i64
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pub const LIGHT_MODE_NORMAL: i64
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pub const LIGHT_MODE_UNSHADED: i64
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impl CanvasItemMaterial
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn blend_mode(&self) -> BlendMode
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The manner in which a material's rendering is applied to underlying textures.
pub fn light_mode(&self) -> LightMode
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The manner in which material reacts to lighting.
pub fn particles_anim_h_frames(&self) -> i64
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The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn particles_anim_loop(&self) -> bool
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If [code]true[/code], the particles animation will loop.
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn particles_anim_v_frames(&self) -> i64
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The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn particles_animation(&self) -> bool
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If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
pub fn set_blend_mode(&self, blend_mode: i64)
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The manner in which a material's rendering is applied to underlying textures.
pub fn set_light_mode(&self, light_mode: i64)
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The manner in which material reacts to lighting.
pub fn set_particles_anim_h_frames(&self, frames: i64)
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The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn set_particles_anim_loop(&self, _loop: bool)
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If [code]true[/code], the particles animation will loop.
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn set_particles_anim_v_frames(&self, frames: i64)
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The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
pub fn set_particles_animation(&self, particles_anim: bool)
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If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
Methods from Deref<Target = Material>
pub const RENDER_PRIORITY_MAX: i64
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pub const RENDER_PRIORITY_MIN: i64
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pub fn next_pass(&self) -> Option<Ref<Material, Shared>>
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Sets the [Material] to be used for the next pass. This renders the object again using a different material.
[b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial".
pub fn render_priority(&self) -> i64
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Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
[b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
pub fn set_next_pass(&self, next_pass: impl AsArg<Material>)
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Sets the [Material] to be used for the next pass. This renders the object again using a different material.
[b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial".
pub fn set_render_priority(&self, priority: i64)
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Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
[b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
Trait Implementations
impl Debug for CanvasItemMaterial
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impl Deref for CanvasItemMaterial
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impl DerefMut for CanvasItemMaterial
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impl GodotObject for CanvasItemMaterial
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type RefKind = 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. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for CanvasItemMaterial
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impl Sealed for CanvasItemMaterial
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impl SubClass<Material> for CanvasItemMaterial
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impl SubClass<Object> for CanvasItemMaterial
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impl SubClass<Reference> for CanvasItemMaterial
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impl SubClass<Resource> for CanvasItemMaterial
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Auto Trait Implementations
impl RefUnwindSafe for CanvasItemMaterial
impl !Send for CanvasItemMaterial
impl !Sync for CanvasItemMaterial
impl Unpin for CanvasItemMaterial
impl UnwindSafe for CanvasItemMaterial
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,