[−][src]Struct gdnative_bindings::Geometry
core singleton class Geometry inherits Object (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
Geometry 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 Geometry[src]
Constants
pub const END_BUTT: i64[src]
pub const END_JOINED: i64[src]
pub const END_POLYGON: i64[src]
pub const END_ROUND: i64[src]
pub const END_SQUARE: i64[src]
pub const JOIN_MITER: i64[src]
pub const JOIN_ROUND: i64[src]
pub const JOIN_SQUARE: i64[src]
pub const OPERATION_DIFFERENCE: i64[src]
pub const OPERATION_INTERSECTION: i64[src]
pub const OPERATION_UNION: i64[src]
pub const OPERATION_XOR: i64[src]
impl Geometry[src]
pub fn godot_singleton() -> &'static Self[src]
Returns a reference to the singleton instance.
pub fn build_box_planes(&self, extents: Vector3) -> VariantArray[src]
Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size).
pub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray[src]
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis-2
pub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray[src]
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis-2
pub fn clip_polygon(&self, points: Vector3Array, plane: Plane) -> Vector3Array[src]
Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon.
pub fn clip_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray[src]
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if [code]polygon_b[/code] completely overlaps [code]polygon_a[/code].
If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distiguished by calling [method is_polygon_clockwise].
pub fn clip_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray[src]
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
Clips [code]polyline[/code] against [code]polygon[/code] and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.
pub fn convex_hull_2d(&self, points: Vector2Array) -> Vector2Array[src]
Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
pub fn exclude_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray[src]
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distiguished by calling [method is_polygon_clockwise].
pub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3[src]
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment.
pub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2[src]
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment.
pub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3[src]
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment.
pub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2[src]
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment.
pub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array[src]
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> Vector3Array
Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PoolVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]).
pub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array[src]
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> Vector2Array
Given the two 2D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PoolVector2Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]).
pub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64[src]
Used internally by the engine.
pub fn intersect_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray[src]
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an array of intersected polygons. This performs [constant OPERATION_INTERSECTION] between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
pub fn intersect_polyline_with_polygon_2d(
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray[src]
&self,
polyline: Vector2Array,
polygon: Vector2Array
) -> VariantArray
Intersects [code]polyline[/code] with [code]polygon[/code] and returns an array of intersected polylines. This performs [constant OPERATION_INTERSECTION] between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.
pub fn is_point_in_circle(
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool[src]
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool
Returns [code]true[/code] if [code]point[/code] is inside the circle or if it's located exactly [i]on[/i] the circle's boundary, otherwise returns [code]false[/code].
pub fn is_point_in_polygon(&self, point: Vector2, polygon: Vector2Array) -> bool[src]
Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise returns [code]false[/code].
pub fn is_polygon_clockwise(&self, polygon: Vector2Array) -> bool[src]
Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in clockwise order, otherwise returns [code]false[/code].
pub fn line_intersects_line_2d(
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant[src]
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant
Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant].
[b]Note:[/b] The lines are specified using direction vectors, not end points.
pub fn make_atlas(&self, sizes: Vector2Array) -> Dictionary[src]
Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2].
pub fn merge_polygons_2d(
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray[src]
&self,
polygon_a: Vector2Array,
polygon_b: Vector2Array
) -> VariantArray
Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and returns an array of merged polygons. This performs [constant OPERATION_UNION] between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
pub fn offset_polygon_2d(
&self,
polygon: Vector2Array,
delta: f64,
join_type: i64
) -> VariantArray[src]
&self,
polygon: Vector2Array,
delta: f64,
join_type: i64
) -> VariantArray
Inflates or deflates [code]polygon[/code] by [code]delta[/code] units (pixels). If [code]delta[/code] is positive, makes the polygon grow outward. If [code]delta[/code] is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if [code]delta[/code] is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon.
Each polygon's vertices will be rounded as determined by [code]join_type[/code], see [enum PolyJoinType].
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
[b]Note:[/b] To translate the polygon's vertices specifically, use the [method Transform2D.xform] method:
[codeblock]
var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
var offset = Vector2(50, 50)
polygon = Transform2D(0, offset).xform(polygon)
print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)]
[/codeblock]
Default Arguments
join_type-0
pub fn offset_polyline_2d(
&self,
polyline: Vector2Array,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray[src]
&self,
polyline: Vector2Array,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray
Inflates or deflates [code]polyline[/code] by [code]delta[/code] units (pixels), producing polygons. If [code]delta[/code] is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If [code]delta[/code] is negative, returns an empty array.
Each polygon's vertices will be rounded as determined by [code]join_type[/code], see [enum PolyJoinType].
Each polygon's endpoints will be rounded as determined by [code]end_type[/code], see [enum PolyEndType].
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise].
Default Arguments
join_type-0end_type-3
pub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool[src]
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code].
pub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant[src]
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
pub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64[src]
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
pub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array[src]
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> Vector3Array
Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PoolVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty.
pub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array[src]
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> Vector3Array
Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection.
pub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant[src]
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant].
pub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array[src]
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> Vector3Array
Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If yes, returns a [PoolVector3Array] containing the point of intersection and the sphere's normal at the point of intersection.
pub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant[src]
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
pub fn triangulate_delaunay_2d(&self, points: Vector2Array) -> Int32Array[src]
Triangulates the area specified by discrete set of [code]points[/code] such that no point is inside the circumcircle of any resulting triangle. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into [code]points[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.
pub fn triangulate_polygon(&self, polygon: Vector2Array) -> Int32Array[src]
Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.
Methods from Deref<Target = Object>
pub const CONNECT_DEFERRED: i64[src]
pub const CONNECT_ONESHOT: i64[src]
pub const CONNECT_PERSIST: i64[src]
pub const CONNECT_REFERENCE_COUNTED: i64[src]
pub const NOTIFICATION_POSTINITIALIZE: i64[src]
pub const NOTIFICATION_PREDELETE: i64[src]
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)[src]
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
Default Arguments
arguments-[ ]
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblock]
call("set", "position", Vector2(42.0, 0.0))
[/codeblock]
[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblock]
call_deferred("set", "position", Vector2(42.0, 0.0))
[/codeblock]
[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
pub fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant[src]
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
[codeblock]
callv("set", [ "position", Vector2(42.0, 0.0) ])
[/codeblock]
pub fn can_translate_messages(&self) -> bool[src]
Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
Examples:
[codeblock]
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
[/codeblock]
An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
[codeblock]
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
[/codeblock]
Default Arguments
binds-[ ]flags-0
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant[src]
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblock]
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
[/codeblock]
pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn get_class(&self) -> GodotString[src]
Returns the object's class as a [String].
pub fn get_incoming_connections(&self) -> VariantArray[src]
Returns an [Array] of dictionaries with information about signals that are connected to the object.
Each [Dictionary] contains three String entries:
- [code]source[/code] is a reference to the signal emitter.
- [code]signal_name[/code] is the name of the connected signal.
- [code]method_name[/code] is the name of the method to which the signal is connected.
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]
Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
pub fn get_instance_id(&self) -> i64[src]
Returns the object's unique instance ID.
This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]
Returns the object's metadata entry for the given [code]name[/code].
pub fn get_meta_list(&self) -> StringArray[src]
Returns the object's metadata as a [PoolStringArray].
pub fn get_method_list(&self) -> VariantArray[src]
Returns the object's methods and their signatures as an [Array].
pub fn get_property_list(&self) -> VariantArray[src]
Returns the object's property list as an [Array] of dictionaries.
Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]
Returns the object's [Script] instance, or [code]null[/code] if none is assigned.
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray[src]
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an [Array] of connections for the given [code]signal[/code].
pub fn get_signal_list(&self) -> VariantArray[src]
Returns the list of signals as an [Array] of dictionaries.
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].
pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if the object contains the given [code]method[/code].
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if the given [code]signal[/code] exists.
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.
pub fn is_blocking_signals(&self) -> bool[src]
Returns [code]true[/code] if signal emission blocking is enabled.
pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]
Returns [code]true[/code] if the object inherits from the given [code]class[/code].
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].
pub fn is_queued_for_deletion(&self) -> bool[src]
Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.
pub fn notification(&self, what: i64, reversed: bool)[src]
Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
Default Arguments
reversed-false
pub fn property_list_changed_notify(&self)[src]
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
pub fn remove_meta(&self, name: impl Into<GodotString>)[src]
Removes a given entry from the object's metadata. See also [method set_meta].
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]
Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn set_block_signals(&self, enable: bool)[src]
If set to [code]true[/code], signal emission is blocked.
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)[src]
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)[src]
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
[codeblock]
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
[/codeblock]
pub fn set_message_translation(&self, enable: bool)[src]
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]
Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].
pub fn set_script(&self, script: impl AsArg<Reference>)[src]
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
pub fn to_string(&self) -> GodotString[src]
Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
Override the method [method _to_string] to customize the [String] representation.
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
Trait Implementations
impl Debug for Geometry[src]
impl Deref for Geometry[src]
impl DerefMut for Geometry[src]
impl GodotObject for Geometry[src]
type RefKind = ManuallyManaged
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[src]
fn null() -> Null<Self>[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable, [src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>, [src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject, [src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>, [src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>[src]
impl Sealed for Geometry[src]
impl Send for Geometry[src]
impl SubClass<Object> for Geometry[src]
impl Sync for Geometry[src]
Auto Trait Implementations
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> SubClass<T> for T where
T: GodotObject, [src]
T: GodotObject,
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>,