pub struct Curve3D { /* private fields */ }
Expand description

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 Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

source§

impl Curve3D

source

pub fn new() -> Ref<Self, Unique>

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

source

pub fn add_point(&self, position: Vector3, in_: Vector3, out: Vector3, index: i64)

Adds a point with the specified position relative to the curve’s own position, with control points in and out. Appends the new point at the end of the point list. If index is given, the new point is inserted before the existing point identified by index index. Every existing point starting from index is shifted further down the list of points. The index must be greater than or equal to 0 and must not exceed the number of existing points in the line. See get_point_count.

Default Arguments
  • in - Vector3( 0, 0, 0 )
  • out - Vector3( 0, 0, 0 )
  • index - -1
source

pub fn clear_points(&self)

Removes all points from the curve.

source

pub fn bake_interval(&self) -> f64

The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the get_baked_points or 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.

source

pub fn get_baked_length(&self) -> f64

Returns the total length of the curve, based on the cached points. Given enough density (see bake_interval), it should be approximate enough.

source

pub fn get_baked_points(&self) -> PoolArray<Vector3>

Returns the cache of points as a PoolVector3Array.

source

pub fn get_baked_tilts(&self) -> PoolArray<f32>

Returns the cache of tilts as a PoolRealArray.

source

pub fn get_baked_up_vectors(&self) -> PoolArray<Vector3>

Returns the cache of up vectors as a PoolVector3Array. If [up_vector_enabled][Self::up_vector_enabled] is false, the cache will be empty.

source

pub fn get_closest_offset(&self, to_point: Vector3) -> f64

Returns the closest offset to to_point. This offset is meant to be used in interpolate_baked or interpolate_baked_up_vector. to_point must be in this curve’s local space.

source

pub fn get_closest_point(&self, to_point: Vector3) -> Vector3

Returns the closest baked point (in curve’s local space) to to_point. to_point must be in this curve’s local space.

source

pub fn get_point_count(&self) -> i64

Returns the number of points describing the curve.

source

pub fn get_point_in(&self, idx: i64) -> Vector3

Returns the position of the control point leading to the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

source

pub fn get_point_out(&self, idx: i64) -> Vector3

Returns the position of the control point leading out of the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

source

pub fn get_point_position(&self, idx: i64) -> Vector3

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).

source

pub fn get_point_tilt(&self, idx: i64) -> f64

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.

source

pub fn interpolate(&self, idx: i64, t: f64) -> Vector3

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).

source

pub fn interpolate_baked(&self, offset: f64, cubic: bool) -> Vector3

Returns a point 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 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
source

pub fn interpolate_baked_up_vector(
    &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
source

pub fn interpolatef(&self, fofs: f64) -> Vector3

Returns the position at the vertex fofs. It calls interpolate using the integer part of fofs as idx, and its fractional part as t.

source

pub fn is_up_vector_enabled(&self) -> bool

If true, the curve will bake up vectors used for orientation. This is used when PathFollow.rotation_mode is set to PathFollow.ROTATION_ORIENTED. Changing it forces the cache to be recomputed.

source

pub fn remove_point(&self, idx: i64)

Deletes the point idx from the curve. Sends an error to the console if idx is out of bounds.

source

pub fn set_bake_interval(&self, distance: f64)

The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the get_baked_points or 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.

source

pub fn set_point_in(&self, idx: i64, position: Vector3)

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. The position is relative to the vertex.

source

pub fn set_point_out(&self, idx: i64, position: Vector3)

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. The position is relative to the vertex.

source

pub fn set_point_position(&self, idx: i64, position: Vector3)

Sets the position for the vertex idx. If the index is out of bounds, the function sends an error to the console.

source

pub fn set_point_tilt(&self, idx: i64, tilt: f64)

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.

source

pub fn set_up_vector_enabled(&self, enable: bool)

If true, the curve will bake up vectors used for orientation. This is used when PathFollow.rotation_mode is set to PathFollow.ROTATION_ORIENTED. Changing it forces the cache to be recomputed.

source

pub fn tessellate(
    &self,
    max_stages: i64,
    tolerance_degrees: f64
) -> PoolArray<Vector3>

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>§

source

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>

Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values. 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. Note: When duplicating a resource, only exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false
source

pub fn emit_changed(&self)

Sample code is GDScript unless otherwise noted.

Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

source

pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>

If [resource_local_to_scene][Self::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.

source

pub fn name(&self) -> GodotString

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

source

pub fn path(&self) -> GodotString

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.

source

pub fn get_rid(&self) -> Rid

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.

source

pub fn is_local_to_scene(&self) -> bool

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.

source

pub fn set_local_to_scene(&self, enable: bool)

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.

source

pub fn set_name(&self, name: impl Into<GodotString>)

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

source

pub fn set_path(&self, path: impl Into<GodotString>)

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.

source

pub fn setup_local_to_scene(&self)

This method is called when a resource with [resource_local_to_scene][Self::resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [_setup_local_to_scene][Self::_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.

source

pub fn take_over_path(&self, path: impl Into<GodotString>)

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path][Self::resource_path], as the latter would error out if another resource was already cached for the given path.

Methods from Deref<Target = Object>§

source

pub fn add_user_signal(
    &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 - [ ]
source

pub unsafe fn call(
    &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(), …).

source

pub unsafe fn call_deferred(
    &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(), …).

source

pub unsafe fn callv(
    &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 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(), …).

source

pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

source

pub fn connect(
    &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 emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use 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 connect and parameters used when calling 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
source

pub fn disconnect(
    &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 print an error. Use is_connected to ensure that the connection exists.

source

pub fn emit_signal(
    &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")
source

pub fn get(&self, property: impl Into<GodotString>) -> Variant

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).

source

pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

source

pub fn get_incoming_connections(&self) -> VariantArray

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.
source

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

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". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

source

pub fn get_instance_id(&self) -> i64

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].

source

pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
source

pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

source

pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

source

pub fn get_property_list(&self) -> VariantArray

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 [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

source

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

source

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

source

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

source

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

source

pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

source

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

source

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

source

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

source

pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

source

pub fn is_connected(
    &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.

source

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

source

pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false
source

pub fn property_list_changed_notify(&self)

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.

source

pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

source

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, 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).

source

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

source

pub fn set_deferred(
    &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 set via 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).

source

pub fn set_indexed(
    &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)
source

pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

source

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

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 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".

source

pub fn set_script(&self, script: impl AsArg<Reference>)

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 [_init][Self::_init] method will be called.

source

pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

source

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

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 set_message_translation.

Trait Implementations§

source§

impl Debug for Curve3D

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
source§

impl Deref for Curve3D

§

type Target = Resource

The resulting type after dereferencing.
source§

fn deref(&self) -> &Resource

Dereferences the value.
source§

impl DerefMut for Curve3D

source§

fn deref_mut(&mut self) -> &mut Resource

Mutably dereferences the value.
source§

impl GodotObject for Curve3D

§

type Memory = 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.
source§

fn class_name() -> &'static str

source§

fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
source§

fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
source§

fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
source§

fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
source§

unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
source§

unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
source§

unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
source§

unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
source§

unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
source§

impl Instanciable for Curve3D

source§

impl Sealed for Curve3D

source§

impl SubClass<Object> for Curve3D

source§

impl SubClass<Reference> for Curve3D

source§

impl SubClass<Resource> for Curve3D

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for Twhere
    T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<T> SubClass<T> for Twhere
    T: GodotObject,