Struct gdnative_bindings::AnimationNodeBlendSpace2D[][src]

pub struct AnimationNodeBlendSpace2D { /* fields omitted */ }

core class AnimationNodeBlendSpace2D inherits AnimationRootNode (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

AnimationNodeBlendSpace2D 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 AnimationNodeBlendSpace2D[src]

Constants

impl AnimationNodeBlendSpace2D[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_blend_point(
    &self,
    node: impl AsArg<AnimationRootNode>,
    pos: Vector2,
    at_index: i64
)
[src]

Adds a new point that represents a node at the position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

Default Arguments

  • at_index - -1

pub fn add_triangle(&self, x: i64, y: i64, z: i64, at_index: i64)[src]

Creates a new triangle using three points x, y, and z. Triangles can overlap. You can insert the triangle at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

Default Arguments

  • at_index - -1

pub fn auto_triangles(&self) -> bool[src]

If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].

pub fn blend_mode(&self) -> BlendMode[src]

Controls the interpolation between animations. See [enum BlendMode] constants.

pub fn get_blend_point_count(&self) -> i64[src]

Returns the number of points in the blend space.

pub fn blend_point_node(
    &self,
    point: i64
) -> Option<Ref<AnimationRootNode, Shared>>
[src]

Returns the AnimationRootNode referenced by the point at index point.

pub fn blend_point_position(&self, point: i64) -> Vector2[src]

Returns the position of the point at index point.

pub fn max_space(&self) -> Vector2[src]

The blend space's X and Y axes' upper limit for the points' position. See [method add_blend_point].

pub fn min_space(&self) -> Vector2[src]

The blend space's X and Y axes' lower limit for the points' position. See [method add_blend_point].

pub fn snap(&self) -> Vector2[src]

Position increment to snap to when moving a point.

pub fn get_triangle_count(&self) -> i64[src]

Returns the number of triangles in the blend space.

pub fn get_triangle_point(&self, triangle: i64, point: i64) -> i64[src]

Returns the position of the point at index point in the triangle of index triangle.

pub fn x_label(&self) -> GodotString[src]

Name of the blend space's X axis.

pub fn y_label(&self) -> GodotString[src]

Name of the blend space's Y axis.

pub fn remove_blend_point(&self, point: i64)[src]

Removes the point at index point from the blend space.

pub fn remove_triangle(&self, triangle: i64)[src]

Removes the triangle at index triangle from the blend space.

pub fn set_auto_triangles(&self, enable: bool)[src]

If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].

pub fn set_blend_mode(&self, mode: i64)[src]

Controls the interpolation between animations. See [enum BlendMode] constants.

pub fn set_blend_point_node(
    &self,
    point: i64,
    node: impl AsArg<AnimationRootNode>
)
[src]

Changes the AnimationNode referenced by the point at index point.

pub fn set_blend_point_position(&self, point: i64, pos: Vector2)[src]

Updates the position of the point at index point on the blend axis.

pub fn set_max_space(&self, max_space: Vector2)[src]

The blend space's X and Y axes' upper limit for the points' position. See [method add_blend_point].

pub fn set_min_space(&self, min_space: Vector2)[src]

The blend space's X and Y axes' lower limit for the points' position. See [method add_blend_point].

pub fn set_snap(&self, snap: Vector2)[src]

Position increment to snap to when moving a point.

pub fn set_x_label(&self, text: impl Into<GodotString>)[src]

Name of the blend space's X axis.

pub fn set_y_label(&self, text: impl Into<GodotString>)[src]

Name of the blend space's Y axis.

Methods from Deref<Target = AnimationRootNode>

Methods from Deref<Target = AnimationNode>

pub fn add_input(&self, name: impl Into<GodotString>)[src]

Adds an input to the node. This is only useful for nodes created for use in an AnimationNodeBlendTree.

pub fn blend_animation(
    &self,
    animation: impl Into<GodotString>,
    time: f64,
    delta: f64,
    seeked: bool,
    blend: f64
)
[src]

Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seek happened.

pub fn blend_input(
    &self,
    input_index: i64,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

Blend an input. This is only useful for nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).

Default Arguments

  • filter - 0
  • optimize - true

pub fn blend_node(
    &self,
    name: impl Into<GodotString>,
    node: impl AsArg<AnimationNode>,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from AnimationRootNode instead, else editors will not display your node for addition.

Default Arguments

  • filter - 0
  • optimize - true

pub fn get_input_count(&self) -> i64[src]

Amount of inputs in this node, only useful for nodes that go into AnimationNodeBlendTree.

pub fn get_input_name(&self, input: i64) -> GodotString[src]

Gets the name of an input by index.

pub fn get_parameter(&self, name: impl Into<GodotString>) -> Variant[src]

Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.

pub fn is_filter_enabled(&self) -> bool[src]

If true, filtering is enabled.

pub fn is_path_filtered(&self, path: impl Into<NodePath>) -> bool[src]

Returns true whether a given path is filtered.

pub fn remove_input(&self, index: i64)[src]

Removes an input, call this only when inactive.

pub fn set_filter_enabled(&self, enable: bool)[src]

If true, filtering is enabled.

pub fn set_filter_path(&self, path: impl Into<NodePath>, enable: bool)[src]

Adds or removes a path for the filter.

pub fn set_parameter(
    &self,
    name: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.

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 fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

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]

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]

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]

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]

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]

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]

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]

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]

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]

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]

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 AnimationNodeBlendSpace2D[src]

impl Deref for AnimationNodeBlendSpace2D[src]

type Target = AnimationRootNode

The resulting type after dereferencing.

impl DerefMut for AnimationNodeBlendSpace2D[src]

impl GodotObject for AnimationNodeBlendSpace2D[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

impl Instanciable for AnimationNodeBlendSpace2D[src]

impl Sealed for AnimationNodeBlendSpace2D[src]

impl SubClass<AnimationNode> for AnimationNodeBlendSpace2D[src]

impl SubClass<AnimationRootNode> for AnimationNodeBlendSpace2D[src]

impl SubClass<Object> for AnimationNodeBlendSpace2D[src]

impl SubClass<Reference> for AnimationNodeBlendSpace2D[src]

impl SubClass<Resource> for AnimationNodeBlendSpace2D[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.