Struct gdnative_bindings::Geometry[][src]

pub struct Geometry { /* fields omitted */ }

core singleton class Geometry inherits Object (unsafe).

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.

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

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 Planes that describe the sides of a box centered at the origin. The box size is defined by extents, 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]

Returns an array of Planes closely bounding a faceted capsule centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the side part of the capsule, whereas lats gives the number of latitudinal steps at the bottom and top of the capsule. The parameter axis 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]

Returns an array of Planes closely bounding a faceted cylinder centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the round part of the cylinder. The parameter axis 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 points against the plane and returns the points of the clipped polygon.

pub fn clip_polygons_2d(
    &self,
    polygon_a: Vector2Array,
    polygon_b: Vector2Array
) -> VariantArray
[src]

Clips polygon_a against polygon_b and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if polygon_b completely overlaps polygon_a. If polygon_b is enclosed by polygon_a, 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]

Clips polyline against polygon 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 Vector2s, 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]

Mutually excludes common area defined by intersection of polygon_a and polygon_b (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]

Returns the 3D point on the 3D segment (s1, s2) that is closest to point. 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]

Returns the 2D point on the 2D segment (s1, s2) that is closest to point. 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]

Returns the 3D point on the 3D line defined by (s1, s2) that is closest to point. The returned point can be inside the segment (s1, s2) 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]

Returns the 2D point on the 2D line defined by (s1, s2) that is closest to point. The returned point can be inside the segment (s1, s2) 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]

Given the two 3D segments (p1, p2) and (q1, q2), finds those two points on the two segments that are closest to each other. Returns a [PoolVector3Array] that contains this point on (p1, p2) as well the accompanying point on (q1, q2).

pub fn get_closest_points_between_segments_2d(
    &self,
    p1: Vector2,
    q1: Vector2,
    p2: Vector2,
    q2: Vector2
) -> Vector2Array
[src]

Given the two 2D segments (p1, p2) and (q1, q2), finds those two points on the two segments that are closest to each other. Returns a [PoolVector2Array] that contains this point on (p1, p2) as well the accompanying point on (q1, q2).

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]

Intersects polygon_a with polygon_b 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]

Intersects polyline with polygon 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]

Returns true if point is inside the circle or if it's located exactly [i]on[/i] the circle's boundary, otherwise returns false.

pub fn is_point_in_polygon(&self, point: Vector2, polygon: Vector2Array) -> bool[src]

Returns true if point is inside polygon or if it's located exactly [i]on[/i] polygon's boundary, otherwise returns false.

pub fn is_polygon_clockwise(&self, polygon: Vector2Array) -> bool[src]

Returns true if polygon's vertices are ordered in clockwise order, otherwise returns false.

pub fn line_intersects_line_2d(
    &self,
    from_a: Vector2,
    dir_a: Vector2,
    from_b: Vector2,
    dir_b: Vector2
) -> Variant
[src]

Checks if the two lines (from_a, dir_a) and (from_b, dir_b) intersect. If yes, return the point of intersection as Vector2. If no intersection takes place, returns an empty Variant. Note: The lines are specified using direction vectors, not end points.

pub fn make_atlas(&self, sizes: Vector2Array) -> Dictionary[src]

Given an array of Vector2s representing tiles, builds an atlas. The returned dictionary has two keys: points is a vector of Vector2 that specifies the positions of each tile, size contains the overall size of the whole atlas as Vector2.

pub fn merge_polygons_2d(
    &self,
    polygon_a: Vector2Array,
    polygon_b: Vector2Array
) -> VariantArray
[src]

Merges (combines) polygon_a and polygon_b 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]

Sample code is GDScript unless otherwise noted.

Inflates or deflates polygon by delta units (pixels). If delta is positive, makes the polygon grow outward. If delta 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 delta 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 join_type, 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]. Note: To translate the polygon's vertices specifically, use the [method Transform2D.xform] method:

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)]

Default Arguments

  • join_type - 0

pub fn offset_polyline_2d(
    &self,
    polyline: Vector2Array,
    delta: f64,
    join_type: i64,
    end_type: i64
) -> VariantArray
[src]

Inflates or deflates polyline by delta units (pixels), producing polygons. If delta is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If delta is negative, returns an empty array. Each polygon's vertices will be rounded as determined by join_type, see [enum PolyJoinType]. Each polygon's endpoints will be rounded as determined by end_type, 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 - 0
  • end_type - 3

pub fn point_is_inside_triangle(
    &self,
    point: Vector2,
    a: Vector2,
    b: Vector2,
    c: Vector2
) -> bool
[src]

Returns if point is inside the triangle specified by a, b and c.

pub fn ray_intersects_triangle(
    &self,
    from: Vector3,
    dir: Vector3,
    a: Vector3,
    b: Vector3,
    c: Vector3
) -> Variant
[src]

Tests if the 3D ray starting at from with the direction of dir intersects the triangle specified by a, b and c. 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]

Given the 2D segment (segment_from, segment_to), 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 circle_position and has radius circle_radius. 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]

Given a convex hull defined though the Planes in the array planes, tests if the segment (from, to) 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]

Checks if the segment (from, to) intersects the cylinder with height height that is centered at the origin and has radius radius. 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]

Checks if the two segments (from_a, to_a) and (from_b, to_b) 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]

Checks if the segment (from, to) intersects the sphere that is located at sphere_position and has radius sphere_radius. 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]

Tests if the segment (from, to) intersects the triangle a, b, c. 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 points 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 points (i.e. the returned array will have n * 3 elements, with n 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 polygon. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into polygon (i.e. the returned array will have n * 3 elements, with n being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.

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 Geometry[src]

impl Deref for Geometry[src]

type Target = Object

The resulting type after dereferencing.

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

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

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.