Struct gdnative_bindings::Environment
source · pub struct Environment { /* private fields */ }
Expand description
core class Environment
inherits Resource
(reference-counted).
This class has related types in the environment
module.
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
Environment 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 Environment
impl Environment
Constants
pub const BG_CLEAR_COLOR: i64 = 0i64
pub const DOF_BLUR_QUALITY_LOW: i64 = 0i64
pub const GLOW_BLEND_MODE_ADDITIVE: i64 = 0i64
pub const SSAO_BLUR_DISABLED: i64 = 0i64
pub const SSAO_QUALITY_LOW: i64 = 0i64
pub const TONE_MAPPER_LINEAR: i64 = 0i64
pub const BG_COLOR: i64 = 1i64
pub const DOF_BLUR_QUALITY_MEDIUM: i64 = 1i64
pub const GLOW_BLEND_MODE_SCREEN: i64 = 1i64
pub const SSAO_BLUR_1x1: i64 = 1i64
pub const SSAO_QUALITY_MEDIUM: i64 = 1i64
pub const TONE_MAPPER_REINHARDT: i64 = 1i64
pub const BG_SKY: i64 = 2i64
pub const DOF_BLUR_QUALITY_HIGH: i64 = 2i64
pub const GLOW_BLEND_MODE_SOFTLIGHT: i64 = 2i64
pub const SSAO_BLUR_2x2: i64 = 2i64
pub const SSAO_QUALITY_HIGH: i64 = 2i64
pub const TONE_MAPPER_FILMIC: i64 = 2i64
pub const BG_COLOR_SKY: i64 = 3i64
pub const GLOW_BLEND_MODE_REPLACE: i64 = 3i64
pub const SSAO_BLUR_3x3: i64 = 3i64
pub const TONE_MAPPER_ACES: i64 = 3i64
pub const BG_CANVAS: i64 = 4i64
pub const TONE_MAPPER_ACES_FITTED: i64 = 4i64
pub const BG_KEEP: i64 = 5i64
pub const BG_CAMERA_FEED: i64 = 6i64
pub const BG_MAX: i64 = 7i64
source§impl Environment
impl Environment
sourcepub fn new() -> Ref<Self, Unique>
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
.
sourcepub fn adjustment_brightness(&self) -> f64
pub fn adjustment_brightness(&self) -> f64
The global brightness value of the rendered scene. Effective only if adjustment_enabled
is true
.
sourcepub fn adjustment_color_correction(&self) -> Option<Ref<Texture, Shared>>
pub fn adjustment_color_correction(&self) -> Option<Ref<Texture, Shared>>
Applies the provided Texture
resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled
is true
.
sourcepub fn adjustment_contrast(&self) -> f64
pub fn adjustment_contrast(&self) -> f64
The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
sourcepub fn adjustment_saturation(&self) -> f64
pub fn adjustment_saturation(&self) -> f64
The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
sourcepub fn ambient_light_color(&self) -> Color
pub fn ambient_light_color(&self) -> Color
The ambient light’s Color
.
sourcepub fn ambient_light_energy(&self) -> f64
pub fn ambient_light_energy(&self) -> f64
The ambient light’s energy. The higher the value, the stronger the light.
sourcepub fn ambient_light_sky_contribution(&self) -> f64
pub fn ambient_light_sky_contribution(&self) -> f64
Defines the amount of light that the sky brings on the scene. A value of 0.0
means that the sky’s light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1.0
means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
Note: ambient_light_sky_contribution
is internally clamped between 0.0
and 1.0
(inclusive).
sourcepub fn background(&self) -> BgMode
pub fn background(&self) -> BgMode
The background mode. See [BGMode
][BGMode] for possible values.
sourcepub fn bg_color(&self) -> Color
pub fn bg_color(&self) -> Color
The Color
displayed for clear areas of the scene. Only effective when using the BG_COLOR
or BG_COLOR_SKY
background modes).
sourcepub fn camera_feed_id(&self) -> i64
pub fn camera_feed_id(&self) -> i64
The ID of the camera feed to show in the background.
sourcepub fn canvas_max_layer(&self) -> i64
pub fn canvas_max_layer(&self) -> i64
The maximum layer ID to display. Only effective when using the BG_CANVAS
background mode.
sourcepub fn dof_blur_far_amount(&self) -> f64
pub fn dof_blur_far_amount(&self) -> f64
The amount of far blur for the depth-of-field effect.
sourcepub fn dof_blur_far_distance(&self) -> f64
pub fn dof_blur_far_distance(&self) -> f64
The distance from the camera where the far blur effect affects the rendering.
sourcepub fn dof_blur_far_quality(&self) -> DofBlurQuality
pub fn dof_blur_far_quality(&self) -> DofBlurQuality
The depth-of-field far blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
sourcepub fn dof_blur_far_transition(&self) -> f64
pub fn dof_blur_far_transition(&self) -> f64
The length of the transition between the no-blur area and far blur.
sourcepub fn dof_blur_near_amount(&self) -> f64
pub fn dof_blur_near_amount(&self) -> f64
The amount of near blur for the depth-of-field effect.
sourcepub fn dof_blur_near_distance(&self) -> f64
pub fn dof_blur_near_distance(&self) -> f64
Distance from the camera where the near blur effect affects the rendering.
sourcepub fn dof_blur_near_quality(&self) -> DofBlurQuality
pub fn dof_blur_near_quality(&self) -> DofBlurQuality
The depth-of-field near blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
sourcepub fn dof_blur_near_transition(&self) -> f64
pub fn dof_blur_near_transition(&self) -> f64
The length of the transition between the near blur and no-blur area.
sourcepub fn fog_depth_begin(&self) -> f64
pub fn fog_depth_begin(&self) -> f64
The fog’s depth starting distance from the camera.
sourcepub fn fog_depth_curve(&self) -> f64
pub fn fog_depth_curve(&self) -> f64
The fog depth’s intensity curve. A number of presets are available in the Inspector by right-clicking the curve.
sourcepub fn fog_depth_end(&self) -> f64
pub fn fog_depth_end(&self) -> f64
The fog’s depth end distance from the camera. If this value is set to 0, it will be equal to the current camera’s [Camera.far
][Camera::far] value.
sourcepub fn fog_height_curve(&self) -> f64
pub fn fog_height_curve(&self) -> f64
The height fog’s intensity. A number of presets are available in the Inspector by right-clicking the curve.
sourcepub fn fog_height_max(&self) -> f64
pub fn fog_height_max(&self) -> f64
The Y coordinate where the height fog will be the most intense. If this value is greater than fog_height_min
, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.
sourcepub fn fog_height_min(&self) -> f64
pub fn fog_height_min(&self) -> f64
The Y coordinate where the height fog will be the least intense. If this value is greater than fog_height_max
, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
sourcepub fn fog_sun_amount(&self) -> f64
pub fn fog_sun_amount(&self) -> f64
The intensity of the depth fog color transition when looking towards the sun. The sun’s direction is determined automatically using the DirectionalLight node in the scene.
sourcepub fn fog_sun_color(&self) -> Color
pub fn fog_sun_color(&self) -> Color
The depth fog’s Color
when looking towards the sun.
sourcepub fn fog_transmit_curve(&self) -> f64
pub fn fog_transmit_curve(&self) -> f64
The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
sourcepub fn glow_blend_mode(&self) -> GlowBlendMode
pub fn glow_blend_mode(&self) -> GlowBlendMode
The glow blending mode.
sourcepub fn glow_bloom(&self) -> f64
pub fn glow_bloom(&self) -> f64
The bloom’s intensity. If set to a value higher than 0
, this will make glow visible in areas darker than the [glow_hdr_threshold
][Self::glow_hdr_threshold].
sourcepub fn glow_hdr_bleed_scale(&self) -> f64
pub fn glow_hdr_bleed_scale(&self) -> f64
The bleed scale of the HDR glow.
sourcepub fn glow_hdr_bleed_threshold(&self) -> f64
pub fn glow_hdr_bleed_threshold(&self) -> f64
The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn’t support HDR), this needs to be below 1.0
for glow to be visible. A value of 0.9
works well in this case.
sourcepub fn glow_hdr_luminance_cap(&self) -> f64
pub fn glow_hdr_luminance_cap(&self) -> f64
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
sourcepub fn glow_intensity(&self) -> f64
pub fn glow_intensity(&self) -> f64
The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
sourcepub fn glow_strength(&self) -> f64
pub fn glow_strength(&self) -> f64
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
sourcepub fn sky_custom_fov(&self) -> f64
pub fn sky_custom_fov(&self) -> f64
The Sky
resource’s custom field of view.
sourcepub fn sky_orientation(&self) -> Basis
pub fn sky_orientation(&self) -> Basis
sourcepub fn sky_rotation(&self) -> Vector3
pub fn sky_rotation(&self) -> Vector3
The Sky
resource’s rotation expressed as Euler angles in radians.
sourcepub fn sky_rotation_degrees(&self) -> Vector3
pub fn sky_rotation_degrees(&self) -> Vector3
The Sky
resource’s rotation expressed as Euler angles in degrees.
sourcepub fn ssao_ao_channel_affect(&self) -> f64
pub fn ssao_ao_channel_affect(&self) -> f64
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0
will make the SSAO effect visible in areas darkened by AO textures.
sourcepub fn ssao_bias(&self) -> f64
pub fn ssao_bias(&self) -> f64
The screen-space ambient occlusion bias. This should be kept high enough to prevent “smooth” curves from being affected by ambient occlusion.
sourcepub fn ssao_blur(&self) -> SsaoBlur
pub fn ssao_blur(&self) -> SsaoBlur
The screen-space ambient occlusion blur quality. See [SSAOBlur
][SSAOBlur] for possible values.
sourcepub fn ssao_color(&self) -> Color
pub fn ssao_color(&self) -> Color
The screen-space ambient occlusion color.
sourcepub fn ssao_direct_light_affect(&self) -> f64
pub fn ssao_direct_light_affect(&self) -> f64
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can’t be seen in direct light. Values higher than 0
will make the SSAO effect visible in direct light.
sourcepub fn ssao_edge_sharpness(&self) -> f64
pub fn ssao_edge_sharpness(&self) -> f64
The screen-space ambient occlusion edge sharpness.
sourcepub fn ssao_intensity(&self) -> f64
pub fn ssao_intensity(&self) -> f64
The primary screen-space ambient occlusion intensity. See also ssao_radius
.
sourcepub fn ssao_intensity2(&self) -> f64
pub fn ssao_intensity2(&self) -> f64
The secondary screen-space ambient occlusion intensity. See also ssao_radius2
.
sourcepub fn ssao_quality(&self) -> SsaoQuality
pub fn ssao_quality(&self) -> SsaoQuality
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
sourcepub fn ssao_radius(&self) -> f64
pub fn ssao_radius(&self) -> f64
The primary screen-space ambient occlusion radius.
sourcepub fn ssao_radius2(&self) -> f64
pub fn ssao_radius2(&self) -> f64
The secondary screen-space ambient occlusion radius. If set to a value higher than 0
, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect’s appearance (at the cost of performance).
sourcepub fn ssr_depth_tolerance(&self) -> f64
pub fn ssr_depth_tolerance(&self) -> f64
The depth tolerance for screen-space reflections.
sourcepub fn ssr_fade_in(&self) -> f64
pub fn ssr_fade_in(&self) -> f64
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).
sourcepub fn ssr_fade_out(&self) -> f64
pub fn ssr_fade_out(&self) -> f64
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the “global” reflection.
sourcepub fn ssr_max_steps(&self) -> i64
pub fn ssr_max_steps(&self) -> i64
The maximum number of steps for screen-space reflections. Higher values are slower.
sourcepub fn tonemap_auto_exposure(&self) -> bool
pub fn tonemap_auto_exposure(&self) -> bool
If true
, enables the tonemapping auto exposure mode of the scene renderer. If true
, the renderer will automatically determine the exposure setting to adapt to the scene’s illumination and the observed light.
sourcepub fn tonemap_auto_exposure_grey(&self) -> f64
pub fn tonemap_auto_exposure_grey(&self) -> f64
The scale of the auto exposure effect. Affects the intensity of auto exposure.
sourcepub fn tonemap_auto_exposure_max(&self) -> f64
pub fn tonemap_auto_exposure_max(&self) -> f64
The maximum luminance value for the auto exposure.
sourcepub fn tonemap_auto_exposure_min(&self) -> f64
pub fn tonemap_auto_exposure_min(&self) -> f64
The minimum luminance value for the auto exposure.
sourcepub fn tonemap_auto_exposure_speed(&self) -> f64
pub fn tonemap_auto_exposure_speed(&self) -> f64
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
sourcepub fn tonemap_exposure(&self) -> f64
pub fn tonemap_exposure(&self) -> f64
The default exposure used for tonemapping.
sourcepub fn tonemap_white(&self) -> f64
pub fn tonemap_white(&self) -> f64
The white reference value for tonemapping. Only effective if the [tonemap_mode
][Self::tonemap_mode] isn’t set to TONE_MAPPER_LINEAR
.
sourcepub fn tonemapper(&self) -> ToneMapper
pub fn tonemapper(&self) -> ToneMapper
The tonemapping mode to use. Tonemapping is the process that “converts” HDR values to be suitable for rendering on a SDR display. (Godot doesn’t support rendering on HDR displays yet.)
sourcepub fn is_adjustment_enabled(&self) -> bool
pub fn is_adjustment_enabled(&self) -> bool
If true
, enables the adjustment_*
properties provided by this resource. If false
, modifications to the adjustment_*
properties will have no effect on the rendered scene.
sourcepub fn is_dof_blur_far_enabled(&self) -> bool
pub fn is_dof_blur_far_enabled(&self) -> bool
If true
, enables the depth-of-field far blur effect.
sourcepub fn is_dof_blur_near_enabled(&self) -> bool
pub fn is_dof_blur_near_enabled(&self) -> bool
If true
, enables the depth-of-field near blur effect.
sourcepub fn is_fog_depth_enabled(&self) -> bool
pub fn is_fog_depth_enabled(&self) -> bool
If true
, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
sourcepub fn is_fog_enabled(&self) -> bool
pub fn is_fog_enabled(&self) -> bool
If true
, fog effects are enabled. [fog_height_enabled
][Self::fog_height_enabled] and/or [fog_depth_enabled
][Self::fog_depth_enabled] must be set to true
to actually display fog.
sourcepub fn is_fog_height_enabled(&self) -> bool
pub fn is_fog_height_enabled(&self) -> bool
If true
, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate “deep water” effects with a lower performance cost compared to a dedicated shader.
sourcepub fn is_fog_transmit_enabled(&self) -> bool
pub fn is_fog_transmit_enabled(&self) -> bool
Enables fog’s light transmission effect. If true
, light will be more visible in the fog to simulate light scattering as in real life.
sourcepub fn is_glow_bicubic_upscale_enabled(&self) -> bool
pub fn is_glow_bicubic_upscale_enabled(&self) -> bool
Smooths out the blockiness created by sampling higher levels, at the cost of performance.
Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4
extension.
sourcepub fn is_glow_enabled(&self) -> bool
pub fn is_glow_enabled(&self) -> bool
If true
, the glow effect is enabled.
Note: Only effective if [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] is 3D (not 3D Without Effects). On mobile, [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] defaults to 3D Without Effects by default, so its .mobile
override needs to be changed to 3D.
Note: When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if [glow_hdr_threshold
][Self::glow_hdr_threshold] is decreased below 1.0
or if glow_bloom
is increased above 0.0
. Also consider increasing glow_intensity
to 1.5
. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable [member ProjectSettings.rendering/quality/depth/hdr]’s .mobile
override.
sourcepub fn is_glow_high_quality_enabled(&self) -> bool
pub fn is_glow_high_quality_enabled(&self) -> bool
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
sourcepub fn is_glow_level_enabled(&self, idx: i64) -> bool
pub fn is_glow_level_enabled(&self, idx: i64) -> bool
Returns true
if the glow level idx
is specified, false
otherwise.
sourcepub fn is_ssao_enabled(&self) -> bool
pub fn is_ssao_enabled(&self) -> bool
If true
, the screen-space ambient occlusion effect is enabled. This darkens objects’ corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.
sourcepub fn is_ssr_enabled(&self) -> bool
pub fn is_ssr_enabled(&self) -> bool
If true
, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbe
s or ReflectionProbe
s, but are slower and can’t reflect surfaces occluded by others.
sourcepub fn is_ssr_rough(&self) -> bool
pub fn is_ssr_rough(&self) -> bool
If true
, screen-space reflections will take the material roughness into account.
sourcepub fn set_adjustment_brightness(&self, brightness: f64)
pub fn set_adjustment_brightness(&self, brightness: f64)
The global brightness value of the rendered scene. Effective only if adjustment_enabled
is true
.
sourcepub fn set_adjustment_color_correction(
&self,
color_correction: impl AsArg<Texture>
)
pub fn set_adjustment_color_correction(
&self,
color_correction: impl AsArg<Texture>
)
Applies the provided Texture
resource to affect the global color aspect of the rendered scene. Effective only if adjustment_enabled
is true
.
sourcepub fn set_adjustment_contrast(&self, contrast: f64)
pub fn set_adjustment_contrast(&self, contrast: f64)
The global contrast value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
sourcepub fn set_adjustment_enable(&self, enabled: bool)
pub fn set_adjustment_enable(&self, enabled: bool)
If true
, enables the adjustment_*
properties provided by this resource. If false
, modifications to the adjustment_*
properties will have no effect on the rendered scene.
sourcepub fn set_adjustment_saturation(&self, saturation: f64)
pub fn set_adjustment_saturation(&self, saturation: f64)
The global color saturation value of the rendered scene (default value is 1). Effective only if adjustment_enabled
is true
.
sourcepub fn set_ambient_light_color(&self, color: Color)
pub fn set_ambient_light_color(&self, color: Color)
The ambient light’s Color
.
sourcepub fn set_ambient_light_energy(&self, energy: f64)
pub fn set_ambient_light_energy(&self, energy: f64)
The ambient light’s energy. The higher the value, the stronger the light.
sourcepub fn set_ambient_light_sky_contribution(&self, energy: f64)
pub fn set_ambient_light_sky_contribution(&self, energy: f64)
Defines the amount of light that the sky brings on the scene. A value of 0.0
means that the sky’s light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1.0
means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
Note: ambient_light_sky_contribution
is internally clamped between 0.0
and 1.0
(inclusive).
sourcepub fn set_background(&self, mode: i64)
pub fn set_background(&self, mode: i64)
The background mode. See [BGMode
][BGMode] for possible values.
sourcepub fn set_bg_color(&self, color: Color)
pub fn set_bg_color(&self, color: Color)
The Color
displayed for clear areas of the scene. Only effective when using the BG_COLOR
or BG_COLOR_SKY
background modes).
sourcepub fn set_bg_energy(&self, energy: f64)
pub fn set_bg_energy(&self, energy: f64)
The power of the light emitted by the background.
sourcepub fn set_camera_feed_id(&self, camera_feed_id: i64)
pub fn set_camera_feed_id(&self, camera_feed_id: i64)
The ID of the camera feed to show in the background.
sourcepub fn set_canvas_max_layer(&self, layer: i64)
pub fn set_canvas_max_layer(&self, layer: i64)
The maximum layer ID to display. Only effective when using the BG_CANVAS
background mode.
sourcepub fn set_dof_blur_far_amount(&self, intensity: f64)
pub fn set_dof_blur_far_amount(&self, intensity: f64)
The amount of far blur for the depth-of-field effect.
sourcepub fn set_dof_blur_far_distance(&self, intensity: f64)
pub fn set_dof_blur_far_distance(&self, intensity: f64)
The distance from the camera where the far blur effect affects the rendering.
sourcepub fn set_dof_blur_far_enabled(&self, enabled: bool)
pub fn set_dof_blur_far_enabled(&self, enabled: bool)
If true
, enables the depth-of-field far blur effect.
sourcepub fn set_dof_blur_far_quality(&self, intensity: i64)
pub fn set_dof_blur_far_quality(&self, intensity: i64)
The depth-of-field far blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
sourcepub fn set_dof_blur_far_transition(&self, intensity: f64)
pub fn set_dof_blur_far_transition(&self, intensity: f64)
The length of the transition between the no-blur area and far blur.
sourcepub fn set_dof_blur_near_amount(&self, intensity: f64)
pub fn set_dof_blur_near_amount(&self, intensity: f64)
The amount of near blur for the depth-of-field effect.
sourcepub fn set_dof_blur_near_distance(&self, intensity: f64)
pub fn set_dof_blur_near_distance(&self, intensity: f64)
Distance from the camera where the near blur effect affects the rendering.
sourcepub fn set_dof_blur_near_enabled(&self, enabled: bool)
pub fn set_dof_blur_near_enabled(&self, enabled: bool)
If true
, enables the depth-of-field near blur effect.
sourcepub fn set_dof_blur_near_quality(&self, level: i64)
pub fn set_dof_blur_near_quality(&self, level: i64)
The depth-of-field near blur’s quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
sourcepub fn set_dof_blur_near_transition(&self, intensity: f64)
pub fn set_dof_blur_near_transition(&self, intensity: f64)
The length of the transition between the near blur and no-blur area.
sourcepub fn set_fog_color(&self, color: Color)
pub fn set_fog_color(&self, color: Color)
The fog’s Color
.
sourcepub fn set_fog_depth_begin(&self, distance: f64)
pub fn set_fog_depth_begin(&self, distance: f64)
The fog’s depth starting distance from the camera.
sourcepub fn set_fog_depth_curve(&self, curve: f64)
pub fn set_fog_depth_curve(&self, curve: f64)
The fog depth’s intensity curve. A number of presets are available in the Inspector by right-clicking the curve.
sourcepub fn set_fog_depth_enabled(&self, enabled: bool)
pub fn set_fog_depth_enabled(&self, enabled: bool)
If true
, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
sourcepub fn set_fog_depth_end(&self, distance: f64)
pub fn set_fog_depth_end(&self, distance: f64)
The fog’s depth end distance from the camera. If this value is set to 0, it will be equal to the current camera’s [Camera.far
][Camera::far] value.
sourcepub fn set_fog_enabled(&self, enabled: bool)
pub fn set_fog_enabled(&self, enabled: bool)
If true
, fog effects are enabled. [fog_height_enabled
][Self::fog_height_enabled] and/or [fog_depth_enabled
][Self::fog_depth_enabled] must be set to true
to actually display fog.
sourcepub fn set_fog_height_curve(&self, curve: f64)
pub fn set_fog_height_curve(&self, curve: f64)
The height fog’s intensity. A number of presets are available in the Inspector by right-clicking the curve.
sourcepub fn set_fog_height_enabled(&self, enabled: bool)
pub fn set_fog_height_enabled(&self, enabled: bool)
If true
, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate “deep water” effects with a lower performance cost compared to a dedicated shader.
sourcepub fn set_fog_height_max(&self, height: f64)
pub fn set_fog_height_max(&self, height: f64)
The Y coordinate where the height fog will be the most intense. If this value is greater than fog_height_min
, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.
sourcepub fn set_fog_height_min(&self, height: f64)
pub fn set_fog_height_min(&self, height: f64)
The Y coordinate where the height fog will be the least intense. If this value is greater than fog_height_max
, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
sourcepub fn set_fog_sun_amount(&self, amount: f64)
pub fn set_fog_sun_amount(&self, amount: f64)
The intensity of the depth fog color transition when looking towards the sun. The sun’s direction is determined automatically using the DirectionalLight node in the scene.
sourcepub fn set_fog_sun_color(&self, color: Color)
pub fn set_fog_sun_color(&self, color: Color)
The depth fog’s Color
when looking towards the sun.
sourcepub fn set_fog_transmit_curve(&self, curve: f64)
pub fn set_fog_transmit_curve(&self, curve: f64)
The intensity of the fog light transmittance effect. Amount of light that the fog transmits.
sourcepub fn set_fog_transmit_enabled(&self, enabled: bool)
pub fn set_fog_transmit_enabled(&self, enabled: bool)
Enables fog’s light transmission effect. If true
, light will be more visible in the fog to simulate light scattering as in real life.
sourcepub fn set_glow_bicubic_upscale(&self, enabled: bool)
pub fn set_glow_bicubic_upscale(&self, enabled: bool)
Smooths out the blockiness created by sampling higher levels, at the cost of performance.
Note: When using the GLES2 renderer, this is only available if the GPU supports the GL_EXT_gpu_shader4
extension.
sourcepub fn set_glow_blend_mode(&self, mode: i64)
pub fn set_glow_blend_mode(&self, mode: i64)
The glow blending mode.
sourcepub fn set_glow_bloom(&self, amount: f64)
pub fn set_glow_bloom(&self, amount: f64)
The bloom’s intensity. If set to a value higher than 0
, this will make glow visible in areas darker than the [glow_hdr_threshold
][Self::glow_hdr_threshold].
sourcepub fn set_glow_enabled(&self, enabled: bool)
pub fn set_glow_enabled(&self, enabled: bool)
If true
, the glow effect is enabled.
Note: Only effective if [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] is 3D (not 3D Without Effects). On mobile, [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] defaults to 3D Without Effects by default, so its .mobile
override needs to be changed to 3D.
Note: When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if [glow_hdr_threshold
][Self::glow_hdr_threshold] is decreased below 1.0
or if glow_bloom
is increased above 0.0
. Also consider increasing glow_intensity
to 1.5
. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable [member ProjectSettings.rendering/quality/depth/hdr]’s .mobile
override.
sourcepub fn set_glow_hdr_bleed_scale(&self, scale: f64)
pub fn set_glow_hdr_bleed_scale(&self, scale: f64)
The bleed scale of the HDR glow.
sourcepub fn set_glow_hdr_bleed_threshold(&self, threshold: f64)
pub fn set_glow_hdr_bleed_threshold(&self, threshold: f64)
The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn’t support HDR), this needs to be below 1.0
for glow to be visible. A value of 0.9
works well in this case.
sourcepub fn set_glow_hdr_luminance_cap(&self, amount: f64)
pub fn set_glow_hdr_luminance_cap(&self, amount: f64)
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
sourcepub fn set_glow_high_quality(&self, enabled: bool)
pub fn set_glow_high_quality(&self, enabled: bool)
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
sourcepub fn set_glow_intensity(&self, intensity: f64)
pub fn set_glow_intensity(&self, intensity: f64)
The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
sourcepub fn set_glow_level(&self, idx: i64, enabled: bool)
pub fn set_glow_level(&self, idx: i64, enabled: bool)
Enables or disables the glow level at index idx
. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren’t enabled.
sourcepub fn set_glow_strength(&self, strength: f64)
pub fn set_glow_strength(&self, strength: f64)
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
sourcepub fn set_sky_custom_fov(&self, scale: f64)
pub fn set_sky_custom_fov(&self, scale: f64)
The Sky
resource’s custom field of view.
sourcepub fn set_sky_orientation(&self, orientation: Basis)
pub fn set_sky_orientation(&self, orientation: Basis)
sourcepub fn set_sky_rotation(&self, euler_radians: Vector3)
pub fn set_sky_rotation(&self, euler_radians: Vector3)
The Sky
resource’s rotation expressed as Euler angles in radians.
sourcepub fn set_sky_rotation_degrees(&self, euler_degrees: Vector3)
pub fn set_sky_rotation_degrees(&self, euler_degrees: Vector3)
The Sky
resource’s rotation expressed as Euler angles in degrees.
sourcepub fn set_ssao_ao_channel_affect(&self, amount: f64)
pub fn set_ssao_ao_channel_affect(&self, amount: f64)
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than 0
will make the SSAO effect visible in areas darkened by AO textures.
sourcepub fn set_ssao_bias(&self, bias: f64)
pub fn set_ssao_bias(&self, bias: f64)
The screen-space ambient occlusion bias. This should be kept high enough to prevent “smooth” curves from being affected by ambient occlusion.
sourcepub fn set_ssao_blur(&self, mode: i64)
pub fn set_ssao_blur(&self, mode: i64)
The screen-space ambient occlusion blur quality. See [SSAOBlur
][SSAOBlur] for possible values.
sourcepub fn set_ssao_color(&self, color: Color)
pub fn set_ssao_color(&self, color: Color)
The screen-space ambient occlusion color.
sourcepub fn set_ssao_direct_light_affect(&self, amount: f64)
pub fn set_ssao_direct_light_affect(&self, amount: f64)
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can’t be seen in direct light. Values higher than 0
will make the SSAO effect visible in direct light.
sourcepub fn set_ssao_edge_sharpness(&self, edge_sharpness: f64)
pub fn set_ssao_edge_sharpness(&self, edge_sharpness: f64)
The screen-space ambient occlusion edge sharpness.
sourcepub fn set_ssao_enabled(&self, enabled: bool)
pub fn set_ssao_enabled(&self, enabled: bool)
If true
, the screen-space ambient occlusion effect is enabled. This darkens objects’ corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.
sourcepub fn set_ssao_intensity(&self, intensity: f64)
pub fn set_ssao_intensity(&self, intensity: f64)
The primary screen-space ambient occlusion intensity. See also ssao_radius
.
sourcepub fn set_ssao_intensity2(&self, intensity: f64)
pub fn set_ssao_intensity2(&self, intensity: f64)
The secondary screen-space ambient occlusion intensity. See also ssao_radius2
.
sourcepub fn set_ssao_quality(&self, quality: i64)
pub fn set_ssao_quality(&self, quality: i64)
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
sourcepub fn set_ssao_radius(&self, radius: f64)
pub fn set_ssao_radius(&self, radius: f64)
The primary screen-space ambient occlusion radius.
sourcepub fn set_ssao_radius2(&self, radius: f64)
pub fn set_ssao_radius2(&self, radius: f64)
The secondary screen-space ambient occlusion radius. If set to a value higher than 0
, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect’s appearance (at the cost of performance).
sourcepub fn set_ssr_depth_tolerance(&self, depth_tolerance: f64)
pub fn set_ssr_depth_tolerance(&self, depth_tolerance: f64)
The depth tolerance for screen-space reflections.
sourcepub fn set_ssr_enabled(&self, enabled: bool)
pub fn set_ssr_enabled(&self, enabled: bool)
If true
, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from GIProbe
s or ReflectionProbe
s, but are slower and can’t reflect surfaces occluded by others.
sourcepub fn set_ssr_fade_in(&self, fade_in: f64)
pub fn set_ssr_fade_in(&self, fade_in: f64)
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).
sourcepub fn set_ssr_fade_out(&self, fade_out: f64)
pub fn set_ssr_fade_out(&self, fade_out: f64)
The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the “global” reflection.
sourcepub fn set_ssr_max_steps(&self, max_steps: i64)
pub fn set_ssr_max_steps(&self, max_steps: i64)
The maximum number of steps for screen-space reflections. Higher values are slower.
sourcepub fn set_ssr_rough(&self, rough: bool)
pub fn set_ssr_rough(&self, rough: bool)
If true
, screen-space reflections will take the material roughness into account.
sourcepub fn set_tonemap_auto_exposure(&self, auto_exposure: bool)
pub fn set_tonemap_auto_exposure(&self, auto_exposure: bool)
If true
, enables the tonemapping auto exposure mode of the scene renderer. If true
, the renderer will automatically determine the exposure setting to adapt to the scene’s illumination and the observed light.
sourcepub fn set_tonemap_auto_exposure_grey(&self, exposure_grey: f64)
pub fn set_tonemap_auto_exposure_grey(&self, exposure_grey: f64)
The scale of the auto exposure effect. Affects the intensity of auto exposure.
sourcepub fn set_tonemap_auto_exposure_max(&self, exposure_max: f64)
pub fn set_tonemap_auto_exposure_max(&self, exposure_max: f64)
The maximum luminance value for the auto exposure.
sourcepub fn set_tonemap_auto_exposure_min(&self, exposure_min: f64)
pub fn set_tonemap_auto_exposure_min(&self, exposure_min: f64)
The minimum luminance value for the auto exposure.
sourcepub fn set_tonemap_auto_exposure_speed(&self, exposure_speed: f64)
pub fn set_tonemap_auto_exposure_speed(&self, exposure_speed: f64)
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
sourcepub fn set_tonemap_exposure(&self, exposure: f64)
pub fn set_tonemap_exposure(&self, exposure: f64)
The default exposure used for tonemapping.
sourcepub fn set_tonemap_white(&self, white: f64)
pub fn set_tonemap_white(&self, white: f64)
The white reference value for tonemapping. Only effective if the [tonemap_mode
][Self::tonemap_mode] isn’t set to TONE_MAPPER_LINEAR
.
sourcepub fn set_tonemapper(&self, mode: i64)
pub fn set_tonemapper(&self, mode: i64)
The tonemapping mode to use. Tonemapping is the process that “converts” HDR values to be suitable for rendering on a SDR display. (Godot doesn’t support rendering on HDR displays yet.)
Methods from Deref<Target = Resource>§
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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 export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
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.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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
.
sourcepub fn name(&self) -> GodotString
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.
sourcepub fn path(&self) -> GodotString
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.
sourcepub fn is_local_to_scene(&self) -> bool
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.
sourcepub fn set_local_to_scene(&self, enable: bool)
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.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
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.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
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.
sourcepub fn setup_local_to_scene(&self)
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.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
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>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
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
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
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.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
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.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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 Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
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
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
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]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
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.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
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
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
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
sourcepub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
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.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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 Environment
impl Debug for Environment
source§impl Deref for Environment
impl Deref for Environment
source§impl DerefMut for Environment
impl DerefMut for Environment
source§impl GodotObject for Environment
impl GodotObject for Environment
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
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,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.