Struct gdnative_bindings::curve_3d::Curve3D [−][src]
core class Curve3D
inherits Resource
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
Curve3D 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 Curve3D
[src]
pub fn new() -> Ref<Self, Unique>
[src]
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_point(
&self,
position: Vector3,
_in: Vector3,
out: Vector3,
at_position: i64
)
[src]
&self,
position: Vector3,
_in: Vector3,
out: Vector3,
at_position: i64
)
Adds a point to a curve at position
, with control points in
and out
.
If at_position
is given, the point is inserted before the point number at_position
, moving that point (and every point after) after the inserted point. If at_position
is not given, or is an illegal value (at_position <0
or at_position >= [method get_point_count]
), the point will be appended at the end of the point list.
Default Arguments
in
-Vector3( 0, 0, 0 )
out
-Vector3( 0, 0, 0 )
at_position
--1
pub fn clear_points(&self)
[src]
Removes all points from the curve.
pub fn bake_interval(&self) -> f64
[src]
The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
pub fn get_baked_length(&self) -> f64
[src]
Returns the total length of the curve, based on the cached points. Given enough density (see [member bake_interval]), it should be approximate enough.
pub fn get_baked_points(&self) -> Vector3Array
[src]
Returns the cache of points as a [PoolVector3Array].
pub fn get_baked_tilts(&self) -> Float32Array
[src]
Returns the cache of tilts as a [PoolRealArray].
pub fn get_baked_up_vectors(&self) -> Vector3Array
[src]
Returns the cache of up vectors as a [PoolVector3Array].
If [member up_vector_enabled] is false
, the cache will be empty.
pub fn get_closest_offset(&self, to_point: Vector3) -> f64
[src]
Returns the closest offset to to_point
. This offset is meant to be used in [method interpolate_baked] or [method interpolate_baked_up_vector].
to_point
must be in this curve's local space.
pub fn get_closest_point(&self, to_point: Vector3) -> Vector3
[src]
Returns the closest point (in curve's local space) to to_point
.
to_point
must be in this curve's local space.
pub fn get_point_count(&self) -> i64
[src]
Returns the number of points describing the curve.
pub fn get_point_in(&self, idx: i64) -> Vector3
[src]
Returns the position of the control point leading to the vertex idx
. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0)
.
pub fn get_point_out(&self, idx: i64) -> Vector3
[src]
Returns the position of the control point leading out of the vertex idx
. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0)
.
pub fn get_point_position(&self, idx: i64) -> Vector3
[src]
Returns the position of the vertex idx
. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0)
.
pub fn get_point_tilt(&self, idx: i64) -> f64
[src]
Returns the tilt angle in radians for the point idx
. If the index is out of bounds, the function sends an error to the console, and returns 0
.
pub fn interpolate(&self, idx: i64, t: f64) -> Vector3
[src]
Returns the position between the vertex idx
and the vertex idx + 1
, where t
controls if the point is the first vertex (t = 0.0
), the last vertex (t = 1.0
), or in between. Values of t
outside the range (0.0 >= t <=1
) give strange, but predictable results.
If idx
is out of bounds it is truncated to the first or last vertex, and t
is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0)
.
pub fn interpolate_baked(&self, offset: f64, cubic: bool) -> Vector3
[src]
Returns a point within the curve at position offset
, where offset
is measured as a pixel distance along the curve.
To do that, it finds the two cached points where the offset
lies between, then interpolates the values. This interpolation is cubic if cubic
is set to true
, or linear if set to false
.
Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
Default Arguments
cubic
-false
pub fn interpolate_baked_up_vector(
&self,
offset: f64,
apply_tilt: bool
) -> Vector3
[src]
&self,
offset: f64,
apply_tilt: bool
) -> Vector3
Returns an up vector within the curve at position offset
, where offset
is measured as a distance in 3D units along the curve.
To do that, it finds the two cached up vectors where the offset
lies between, then interpolates the values. If apply_tilt
is true
, an interpolated tilt is applied to the interpolated up vector.
If the curve has no up vectors, the function sends an error to the console, and returns (0, 1, 0)
.
Default Arguments
apply_tilt
-false
pub fn interpolatef(&self, fofs: f64) -> Vector3
[src]
Returns the position at the vertex fofs
. It calls [method interpolate] using the integer part of fofs
as idx
, and its fractional part as t
.
pub fn is_up_vector_enabled(&self) -> bool
[src]
If true
, the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
pub fn remove_point(&self, idx: i64)
[src]
Deletes the point idx
from the curve. Sends an error to the console if idx
is out of bounds.
pub fn set_bake_interval(&self, distance: f64)
[src]
The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
pub fn set_point_in(&self, idx: i64, position: Vector3)
[src]
Sets the position of the control point leading to the vertex idx
. If the index is out of bounds, the function sends an error to the console.
pub fn set_point_out(&self, idx: i64, position: Vector3)
[src]
Sets the position of the control point leading out of the vertex idx
. If the index is out of bounds, the function sends an error to the console.
pub fn set_point_position(&self, idx: i64, position: Vector3)
[src]
Sets the position for the vertex idx
. If the index is out of bounds, the function sends an error to the console.
pub fn set_point_tilt(&self, idx: i64, tilt: f64)
[src]
Sets the tilt angle in radians for the point idx
. If the index is out of bounds, the function sends an error to the console.
The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a PathFollow, this tilt is an offset over the natural tilt the PathFollow calculates.
pub fn set_up_vector_enabled(&self, enable: bool)
[src]
If true
, the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
pub fn tessellate(
&self,
max_stages: i64,
tolerance_degrees: f64
) -> Vector3Array
[src]
&self,
max_stages: i64,
tolerance_degrees: f64
) -> Vector3Array
Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.
This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.
max_stages
controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!
tolerance_degrees
controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.
Default Arguments
max_stages
-5
tolerance_degrees
-4
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
[src]
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true
to the subresources
argument which will copy the subresources.
Note: If subresources
is true
, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
[src]
If [member resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null
.
pub fn name(&self) -> GodotString
[src]
The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
[src]
Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
[src]
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
[src]
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
[src]
The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
[src]
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
[src]
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
[src]
Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.
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 signal
. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String
and type: int
(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
Sample code is GDScript unless otherwise noted.
Calls the method
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:
call("set", "position", Vector2(42.0, 0.0))
Note: 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).
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: 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).
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
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].
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub fn can_translate_messages(&self) -> bool
[src]
Returns true
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
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
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 flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. 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 target
is destroyed in the game's lifecycle, the connection will be lost.
Examples:
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
An example of the relationship between binds
passed to [method connect] and parameters used when calling [method emit_signal]:
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])
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 signal
from a method
on the given target
.
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
Sample code is GDScript unless otherwise noted.
Emits the given signal
. 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:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
pub fn get(&self, property: impl Into<GodotString>) -> Variant
[src]
Returns the Variant value of the given property
. If the property
doesn't exist, this will return null
.
Note: 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:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
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 (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
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 name
.
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 name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum PropertyUsageFlags]).
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
[src]
Returns the object's Script instance, or null
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 signal
.
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 true
if a metadata entry is found with the given name
.
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
[src]
Returns true
if the object contains the given method
.
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
[src]
Returns true
if the given signal
exists.
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
[src]
Returns true
if the given user-defined signal
exists. Only signals added using [method add_user_signal] are taken into account.
pub fn is_blocking_signals(&self) -> bool
[src]
Returns true
if signal emission blocking is enabled.
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
[src]
Returns true
if the object inherits from the given class
.
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 true
if a connection exists for a given signal
, target
, and method
.
pub fn is_queued_for_deletion(&self) -> bool
[src]
Returns true
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 reversed
is true
, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed
is false
, [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 property
does not exist, nothing will happen.
Note: 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 true
, 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. call_deferred("set", property, value)
.
Note: 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
)
Sample code is GDScript unless otherwise noted.
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 (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
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 null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
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 "[ClassName:RID]"
.
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 message
unchanged. See [method set_message_translation].
Trait Implementations
impl Debug for Curve3D
[src]
impl Deref for Curve3D
[src]
impl DerefMut for Curve3D
[src]
impl GodotObject for Curve3D
[src]
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
[src]
pub fn null() -> Null<Self>
[src]
pub fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
pub fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
pub fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
pub unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
pub unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
pub unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
pub unsafe fn try_from_instance_id<'a>(
id: i64
) -> Option<TRef<'a, Self, Shared>>
[src]
id: i64
) -> Option<TRef<'a, Self, Shared>>
pub unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>
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impl Instanciable for Curve3D
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impl Sealed for Curve3D
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impl SubClass<Object> for Curve3D
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impl SubClass<Reference> for Curve3D
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impl SubClass<Resource> for Curve3D
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Auto Trait Implementations
impl RefUnwindSafe for Curve3D
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impl !Send for Curve3D
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impl !Sync for Curve3D
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impl Unpin for Curve3D
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impl UnwindSafe for Curve3D
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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,
pub 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.
pub 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>,