pub struct Generic6DOFJoint { /* private fields */ }
Expand description

core class Generic6DOFJoint inherits Joint (manually managed).

This class has related types in the generic_6dof_joint 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

Non-reference-counted objects, such as the ones of this type, are usually owned by the engine.

Generic6DOFJoint is a reference-only type. Persistent references can only exist in the unsafe Ref<Generic6DOFJoint> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

Generic6DOFJoint 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§

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impl Generic6DOFJoint

Constants

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pub const FLAG_ENABLE_LINEAR_LIMIT: i64 = 0i64

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pub const PARAM_LINEAR_LOWER_LIMIT: i64 = 0i64

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pub const FLAG_ENABLE_ANGULAR_LIMIT: i64 = 1i64

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pub const PARAM_LINEAR_UPPER_LIMIT: i64 = 1i64

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pub const FLAG_ENABLE_ANGULAR_SPRING: i64 = 2i64

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pub const PARAM_LINEAR_LIMIT_SOFTNESS: i64 = 2i64

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pub const FLAG_ENABLE_LINEAR_SPRING: i64 = 3i64

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pub const PARAM_LINEAR_RESTITUTION: i64 = 3i64

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pub const FLAG_ENABLE_MOTOR: i64 = 4i64

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pub const PARAM_LINEAR_DAMPING: i64 = 4i64

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pub const FLAG_ENABLE_LINEAR_MOTOR: i64 = 5i64

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pub const PARAM_LINEAR_MOTOR_TARGET_VELOCITY: i64 = 5i64

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pub const FLAG_MAX: i64 = 6i64

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pub const PARAM_LINEAR_MOTOR_FORCE_LIMIT: i64 = 6i64

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pub const PARAM_LINEAR_SPRING_STIFFNESS: i64 = 7i64

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pub const PARAM_LINEAR_SPRING_DAMPING: i64 = 8i64

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pub const PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT: i64 = 9i64

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pub const PARAM_ANGULAR_LOWER_LIMIT: i64 = 10i64

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pub const PARAM_ANGULAR_UPPER_LIMIT: i64 = 11i64

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pub const PARAM_ANGULAR_LIMIT_SOFTNESS: i64 = 12i64

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pub const PARAM_ANGULAR_DAMPING: i64 = 13i64

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pub const PARAM_ANGULAR_RESTITUTION: i64 = 14i64

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pub const PARAM_ANGULAR_FORCE_LIMIT: i64 = 15i64

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pub const PARAM_ANGULAR_ERP: i64 = 16i64

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pub const PARAM_ANGULAR_MOTOR_TARGET_VELOCITY: i64 = 17i64

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pub const PARAM_ANGULAR_MOTOR_FORCE_LIMIT: i64 = 18i64

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pub const PARAM_ANGULAR_SPRING_STIFFNESS: i64 = 19i64

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pub const PARAM_ANGULAR_SPRING_DAMPING: i64 = 20i64

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pub const PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT: i64 = 21i64

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pub const PARAM_MAX: i64 = 22i64

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impl Generic6DOFJoint

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

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

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pub fn flag_x(&self, flag: i64) -> bool

If true, then there is a linear motor on the X axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn flag_y(&self, flag: i64) -> bool

If true, then there is a linear motor on the Y axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn flag_z(&self, flag: i64) -> bool

If true, then there is a linear motor on the Z axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn param_x(&self, param: i64) -> f64

The speed that the linear motor will attempt to reach on the X axis.

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pub fn param_y(&self, param: i64) -> f64

The speed that the linear motor will attempt to reach on the Y axis.

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pub fn param_z(&self, param: i64) -> f64

The speed that the linear motor will attempt to reach on the Z axis.

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pub fn set_flag_x(&self, flag: i64, value: bool)

If true, then there is a linear motor on the X axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn set_flag_y(&self, flag: i64, value: bool)

If true, then there is a linear motor on the Y axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn set_flag_z(&self, flag: i64, value: bool)

If true, then there is a linear motor on the Z axis. It will attempt to reach the target velocity while staying within the force limits.

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pub fn set_param_x(&self, param: i64, value: f64)

The speed that the linear motor will attempt to reach on the X axis.

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pub fn set_param_y(&self, param: i64, value: f64)

The speed that the linear motor will attempt to reach on the Y axis.

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pub fn set_param_z(&self, param: i64, value: f64)

The speed that the linear motor will attempt to reach on the Z axis.

Methods from Deref<Target = Joint>§

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pub fn exclude_nodes_from_collision(&self) -> bool

If true, the two bodies of the nodes are not able to collide with each other.

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pub fn node_a(&self) -> NodePath

The node attached to the first side (A) of the joint.

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pub fn node_b(&self) -> NodePath

The node attached to the second side (B) of the joint.

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pub fn solver_priority(&self) -> i64

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.

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pub fn set_exclude_nodes_from_collision(&self, enable: bool)

If true, the two bodies of the nodes are not able to collide with each other.

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pub fn set_node_a(&self, node: impl Into<NodePath>)

The node attached to the first side (A) of the joint.

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pub fn set_node_b(&self, node: impl Into<NodePath>)

The node attached to the second side (B) of the joint.

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pub fn set_solver_priority(&self, priority: i64)

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.

Methods from Deref<Target = Spatial>§

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pub fn force_update_transform(&self)

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

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pub fn gizmo(&self) -> Option<Ref<SpatialGizmo, Shared>>

The SpatialGizmo for this node. Used for example in EditorSpatialGizmo as custom visualization and editing handles in Editor.

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pub fn global_rotation(&self) -> Vector3

Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.

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pub fn global_transform(&self) -> Transform

World space (global) Transform of this node.

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pub fn get_global_transform_interpolated(&self) -> Transform

When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick). This is particularly important for frame-based operations that take place in [Node._process][Node::_process], rather than [Node._physics_process][Node::_physics_process]. Examples include Cameras focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.

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pub fn global_translation(&self) -> Vector3

Global position of this node. This is equivalent to global_transform.origin.

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pub fn get_parent_spatial(&self) -> Option<Ref<Spatial, Shared>>

Returns the parent Spatial, or an empty Object if no parent exists or parent is not of type Spatial.

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pub fn rotation(&self) -> Vector3

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.

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pub fn rotation_degrees(&self) -> Vector3

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

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pub fn scale(&self) -> Vector3

Scale part of the local transformation. Note: Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.

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pub fn transform(&self) -> Transform

Local space Transform of this node, with respect to the parent node.

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pub fn translation(&self) -> Vector3

Local translation of this node.

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pub fn get_world(&self) -> Option<Ref<World, Shared>>

Returns the current World resource this Spatial node is registered to.

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pub fn global_rotate(&self, axis: Vector3, angle: f64)

Rotates the global (world) transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in global coordinate system.

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pub fn global_scale(&self, scale: Vector3)

Scales the global (world) transformation by the given Vector3 scale factors.

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pub fn global_translate(&self, offset: Vector3)

Moves the global (world) transformation by Vector3 offset. The offset is in global coordinate system.

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pub fn hide(&self)

Disables rendering of this node. Changes [visible][Self::visible] to false.

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pub fn is_local_transform_notification_enabled(&self) -> bool

Returns whether node notifies about its local transformation changes. Spatial will not propagate this by default.

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pub fn is_scale_disabled(&self) -> bool

Returns whether this node uses a scale of (1, 1, 1) or its local transformation scale.

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pub fn is_set_as_toplevel(&self) -> bool

Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations.

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pub fn is_transform_notification_enabled(&self) -> bool

Returns whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default.

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pub fn is_visible(&self) -> bool

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).

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pub fn is_visible_in_tree(&self) -> bool

Returns true if the node is present in the SceneTree, its [visible][Self::visible] property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

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pub fn look_at(&self, target: Vector3, up: Vector3)

Rotates the node so that the local forward axis (-Z) points toward the target position. The local up axis (+Y) points as close to the up vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly. The target position cannot be the same as the node’s position, the up vector cannot be zero, and the direction from the node’s position to the target vector cannot be parallel to the up vector. Operations take place in global space.

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pub fn look_at_from_position(
    &self,
    position: Vector3,
    target: Vector3,
    up: Vector3
)

Moves the node to the specified position, and then rotates itself to point toward the target as per look_at. Operations take place in global space.

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pub fn orthonormalize(&self)

Resets this node’s transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node’s Transform.

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pub fn rotate(&self, axis: Vector3, angle: f64)

Rotates the local transformation around axis, a unit Vector3, by specified angle in radians.

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pub fn rotate_object_local(&self, axis: Vector3, angle: f64)

Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in object-local coordinate system.

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pub fn rotate_x(&self, angle: f64)

Rotates the local transformation around the X axis by angle in radians.

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pub fn rotate_y(&self, angle: f64)

Rotates the local transformation around the Y axis by angle in radians.

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pub fn rotate_z(&self, angle: f64)

Rotates the local transformation around the Z axis by angle in radians.

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pub fn scale_object_local(&self, scale: Vector3)

Scales the local transformation by given 3D scale factors in object-local coordinate system.

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pub fn set_as_toplevel(&self, enable: bool)

Makes the node ignore its parents transformations. Node transformations are only in global space.

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pub fn set_disable_scale(&self, disable: bool)

Sets whether the node uses a scale of (1, 1, 1) or its local transformation scale. Changes to the local transformation scale are preserved.

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pub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)

The SpatialGizmo for this node. Used for example in EditorSpatialGizmo as custom visualization and editing handles in Editor.

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pub fn set_global_rotation(&self, radians: Vector3)

Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.

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pub fn set_global_transform(&self, global: Transform)

World space (global) Transform of this node.

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pub fn set_global_translation(&self, translation: Vector3)

Global position of this node. This is equivalent to global_transform.origin.

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pub fn set_identity(&self)

Reset all transformations for this node (sets its Transform to the identity matrix).

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pub fn set_ignore_transform_notification(&self, enabled: bool)

Sets whether the node ignores notification that its transformation (global or local) changed.

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pub fn set_notify_local_transform(&self, enable: bool)

Sets whether the node notifies about its local transformation changes. Spatial will not propagate this by default.

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pub fn set_notify_transform(&self, enable: bool)

Sets whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default, unless it is in the editor context and it has a valid gizmo.

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pub fn set_rotation(&self, euler: Vector3)

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.

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pub fn set_rotation_degrees(&self, euler_degrees: Vector3)

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

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pub fn set_scale(&self, scale: Vector3)

Scale part of the local transformation. Note: Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.

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pub fn set_transform(&self, local: Transform)

Local space Transform of this node, with respect to the parent node.

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pub fn set_translation(&self, translation: Vector3)

Local translation of this node.

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pub fn set_visible(&self, visible: bool)

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).

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pub fn show(&self)

Enables rendering of this node. Changes [visible][Self::visible] to true.

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pub fn to_global(&self, local_point: Vector3) -> Vector3

Transforms local_point from this node’s local space to world space.

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pub fn to_local(&self, global_point: Vector3) -> Vector3

Transforms global_point from world space to this node’s local space.

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pub fn translate(&self, offset: Vector3)

Changes the node’s position by the given offset Vector3. Note that the translation offset is affected by the node’s scale, so if scaled by e.g. (10, 1, 1), a translation by an offset of (2, 0, 0) would actually add 20 (2 * 10) to the X coordinate.

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pub fn translate_object_local(&self, offset: Vector3)

Changes the node’s position by the given offset Vector3 in local space.

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pub fn update_gizmo(&self)

Updates the SpatialGizmo of this node.

Methods from Deref<Target = Node>§

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pub const PAUSE_MODE_INHERIT: i64 = 0i64

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pub const PHYSICS_INTERPOLATION_MODE_INHERIT: i64 = 0i64

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pub const DUPLICATE_SIGNALS: i64 = 1i64

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pub const PAUSE_MODE_STOP: i64 = 1i64

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pub const PHYSICS_INTERPOLATION_MODE_OFF: i64 = 1i64

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pub const DUPLICATE_GROUPS: i64 = 2i64

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pub const PAUSE_MODE_PROCESS: i64 = 2i64

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pub const PHYSICS_INTERPOLATION_MODE_ON: i64 = 2i64

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pub const DUPLICATE_SCRIPTS: i64 = 4i64

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pub const DUPLICATE_USE_INSTANCING: i64 = 8i64

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pub const NOTIFICATION_ENTER_TREE: i64 = 10i64

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pub const NOTIFICATION_EXIT_TREE: i64 = 11i64

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pub const NOTIFICATION_MOVED_IN_PARENT: i64 = 12i64

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pub const NOTIFICATION_READY: i64 = 13i64

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pub const NOTIFICATION_PAUSED: i64 = 14i64

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pub const NOTIFICATION_UNPAUSED: i64 = 15i64

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pub const NOTIFICATION_PHYSICS_PROCESS: i64 = 16i64

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pub const NOTIFICATION_PROCESS: i64 = 17i64

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pub const NOTIFICATION_PARENTED: i64 = 18i64

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pub const NOTIFICATION_UNPARENTED: i64 = 19i64

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pub const NOTIFICATION_INSTANCED: i64 = 20i64

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pub const NOTIFICATION_DRAG_BEGIN: i64 = 21i64

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pub const NOTIFICATION_DRAG_END: i64 = 22i64

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pub const NOTIFICATION_PATH_CHANGED: i64 = 23i64

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pub const NOTIFICATION_INTERNAL_PROCESS: i64 = 25i64

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pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64 = 26i64

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pub const NOTIFICATION_POST_ENTER_TREE: i64 = 27i64

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pub const NOTIFICATION_RESET_PHYSICS_INTERPOLATION: i64 = 28i64

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pub const NOTIFICATION_WM_MOUSE_ENTER: i64 = 1_002i64

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pub const NOTIFICATION_WM_MOUSE_EXIT: i64 = 1_003i64

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pub const NOTIFICATION_WM_FOCUS_IN: i64 = 1_004i64

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pub const NOTIFICATION_WM_FOCUS_OUT: i64 = 1_005i64

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pub const NOTIFICATION_WM_QUIT_REQUEST: i64 = 1_006i64

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pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64 = 1_007i64

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pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64 = 1_008i64

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pub const NOTIFICATION_OS_MEMORY_WARNING: i64 = 1_009i64

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pub const NOTIFICATION_TRANSLATION_CHANGED: i64 = 1_010i64

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pub const NOTIFICATION_WM_ABOUT: i64 = 1_011i64

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pub const NOTIFICATION_CRASH: i64 = 1_012i64

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pub const NOTIFICATION_OS_IME_UPDATE: i64 = 1_013i64

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pub const NOTIFICATION_APP_RESUMED: i64 = 1_014i64

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pub const NOTIFICATION_APP_PAUSED: i64 = 1_015i64

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pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)

Sample code is GDScript unless otherwise noted.

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type. Note: If the child node already has a parent, the function will fail. Use remove_child first to remove the node from its current parent. For example:

if child_node.get_parent():
    child_node.get_parent().remove_child(child_node)
add_child(child_node)

Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

Default Arguments
  • legible_unique_name - false
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pub fn add_child_below_node(
    &self,
    node: impl AsArg<Node>,
    child_node: impl AsArg<Node>,
    legible_unique_name: bool
)

Adds child_node as a child. The child is placed below the given node in the list of children. If legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type.

Default Arguments
  • legible_unique_name - false
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pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see is_inside_tree). See notes in the description, and the group methods in SceneTree. The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.

Default Arguments
  • persistent - false
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pub fn can_process(&self) -> bool

Returns true if the node can process while the scene tree is paused (see pause_mode). Always returns true if the scene tree is not paused, and false if the node is not in the tree.

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pub fn create_tween(&self) -> Option<Ref<SceneTreeTween, Shared>>

Sample code is GDScript unless otherwise noted.

Creates a new SceneTreeTween and binds it to this node. This is equivalent of doing:

get_tree().create_tween().bind_node(self)
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pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>

Duplicates the node, returning a new node. You can fine-tune the behavior using the flags (see DuplicateFlags). Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [Object._init][Object::_init] method). In that case, the node will be duplicated without a script.

Default Arguments
  • flags - 15
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pub fn find_node(
    &self,
    mask: impl Into<GodotString>,
    recursive: bool,
    owned: bool
) -> Option<Ref<Node, Shared>>

Finds a descendant of this node whose name matches mask as in [String.match][GodotString::match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Returns null if no matching Node is found. Note: It does not match against the full path, just against individual node names. If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner. Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using get_node instead. To avoid using find_node too often, consider caching the node reference into a variable.

Default Arguments
  • recursive - true
  • owned - true
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pub fn find_parent(
    &self,
    mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>

Finds the first parent of the current node whose name matches mask as in [String.match][GodotString::match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Note: It does not match against the full path, just against individual node names. Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using get_node instead. To avoid using find_parent too often, consider caching the node reference into a variable.

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pub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>

Returns a child node by its index (see get_child_count). This method is often used for iterating all children of a node. To access a child node via its name, use get_node.

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pub fn get_child_count(&self) -> i64

Returns the number of child nodes.

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pub fn get_children(&self) -> VariantArray

Returns an array of references to node’s children.

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pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

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pub fn filename(&self) -> GodotString

If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in filename (e.g. res://levels/1.tscn). Otherwise, filename is set to an empty string.

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pub fn get_groups(&self) -> VariantArray

Sample code is GDScript unless otherwise noted.

Returns an array listing the groups that the node is a member of. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs. Note: The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over get_groups, use the following snippet:

# Stores the node's non-internal groups only (as an array of Strings).
var non_internal_groups = []
for group in get_groups():
    if not group.begins_with("_"):
        non_internal_groups.push_back(group)
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pub fn get_index(&self) -> i64

Returns the node’s index, i.e. its position among the siblings of its parent.

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pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>

The MultiplayerAPI instance associated with this node. Either the custom_multiplayer, or the default SceneTree one (if inside tree).

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pub fn name(&self) -> GodotString

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.

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pub fn get_network_master(&self) -> i64

Returns the peer ID of the network master for this node. See set_network_master.

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pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>

Sample code is GDScript unless otherwise noted.

Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, null is returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to call on a null instance.” error. Note: Fetching absolute paths only works when the node is inside the scene tree (see is_inside_tree). Example: Assume your current node is Character and the following tree:

/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin

Possible paths are:

get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
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pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray

Sample code is GDScript unless otherwise noted.

Fetches a node and one of its resources as specified by the NodePath’s subname (e.g. Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched. The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the Resource (or null if not found), and the third index is the remaining NodePath, if any. For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a RectangleShape2D resource, one could have this kind of output:

print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
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pub fn get_node_or_null(
    &self,
    path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>

Similar to get_node, but does not log an error if path does not point to a valid Node.

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

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

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

Returns the parent node of the current node, or null if the node lacks a parent.

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pub fn get_path(&self) -> NodePath

Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see is_inside_tree).

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pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

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pub fn pause_mode(&self) -> PauseMode

Pause mode. How the node will behave if the SceneTree is paused.

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pub fn physics_interpolation_mode(&self) -> PhysicsInterpolationMode

Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. Note: This can be especially useful for Cameras, where custom interpolation can sometimes give superior results.

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pub fn get_physics_process_delta_time(&self) -> f64

Returns the time elapsed (in seconds) since the last physics-bound frame (see [_physics_process][Self::_physics_process]). This is always a constant value in physics processing unless the frames per second is changed via Engine.iterations_per_second.

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pub fn get_position_in_parent(&self) -> i64

Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0.

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pub fn get_process_delta_time(&self) -> f64

Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.

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pub fn process_priority(&self) -> i64

The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

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pub fn get_scene_instance_load_placeholder(&self) -> bool

Returns true if this is an instance load placeholder. See InstancePlaceholder.

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pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>

Returns the SceneTree that contains this node.

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pub fn get_viewport(&self) -> Option<Ref<Viewport, Shared>>

Returns the node’s Viewport.

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pub fn has_node(&self, path: impl Into<NodePath>) -> bool

Returns true if the node that the NodePath points to exists.

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pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool

Returns true if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.

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pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool

Returns true if the given node is a direct or indirect child of the current node.

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pub fn is_displayed_folded(&self) -> bool

Returns true if the node is folded (collapsed) in the Scene dock.

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pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool

Returns true if the given node occurs later in the scene hierarchy than the current node.

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pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

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pub fn is_inside_tree(&self) -> bool

Returns true if this node is currently inside a SceneTree.

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pub fn is_network_master(&self) -> bool

Returns true if the local system is the master of this node.

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pub fn is_physics_interpolated(&self) -> bool

Returns true if the physics interpolated flag is set for this Node (see physics_interpolation_mode). Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the SceneTree. This can be tested using is_physics_interpolated_and_enabled.

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pub fn is_physics_interpolated_and_enabled(&self) -> bool

Returns true if physics interpolation is enabled (see physics_interpolation_mode) and enabled in the SceneTree. This is a convenience version of is_physics_interpolated that also checks whether physics interpolation is enabled globally. See [SceneTree.physics_interpolation][SceneTree::physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation].

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pub fn is_physics_processing(&self) -> bool

Returns true if physics processing is enabled (see set_physics_process).

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pub fn is_physics_processing_internal(&self) -> bool

Returns true if internal physics processing is enabled (see set_physics_process_internal).

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pub fn is_processing(&self) -> bool

Returns true if processing is enabled (see set_process).

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pub fn is_processing_input(&self) -> bool

Returns true if the node is processing input (see set_process_input).

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pub fn is_processing_internal(&self) -> bool

Returns true if internal processing is enabled (see set_process_internal).

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pub fn is_processing_unhandled_input(&self) -> bool

Returns true if the node is processing unhandled input (see set_process_unhandled_input).

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pub fn is_processing_unhandled_key_input(&self) -> bool

Returns true if the node is processing unhandled key input (see set_process_unhandled_key_input).

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pub fn is_unique_name_in_owner(&self) -> bool

Sets this node’s name as a unique name in its owner. This allows the node to be accessed as %Name instead of the full path, from any node within that scene. If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.

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pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)

Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

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pub fn print_stray_nodes(&self)

Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.

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pub fn print_tree(&self)

Sample code is GDScript unless otherwise noted.

Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the get_node function. Example output:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
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pub fn print_tree_pretty(&self)

Sample code is GDScript unless otherwise noted.

Similar to print_tree, this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D
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pub fn propagate_call(
    &self,
    method: impl Into<GodotString>,
    args: VariantArray,
    parent_first: bool
)

Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true, the method will be called on the current node first, then on all its children. If parent_first is false, the children will be called first.

Default Arguments
  • args - [ ]
  • parent_first - false
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pub fn propagate_notification(&self, what: i64)

Notifies the current node and all its children recursively by calling Object.notification on all of them.

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pub fn queue_free(&self)

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [Object.free][Object::free]. Use Object.is_queued_for_deletion to check whether a node will be deleted at the end of the frame. Important: If you have a variable pointing to a node, it will not be assigned to null once the node is freed. Instead, it will point to a previously freed instance and you should validate it with [method @GDScript.is_instance_valid] before attempting to call its methods or access its properties.

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pub fn raise(&self)

Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise, a Control will be drawn on top of its siblings.

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pub fn remove_and_skip(&self)

Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.

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pub fn remove_child(&self, node: impl AsArg<Node>)

Removes a child node. The node is NOT deleted and must be deleted manually. Note: This function may set the owner of the removed Node (or its descendants) to be null, if that owner is no longer a parent or ancestor.

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pub fn remove_from_group(&self, group: impl Into<GodotString>)

Removes a node from a group. See notes in the description, and the group methods in SceneTree.

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pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. Note: The given node will become the new parent of any child nodes that the replaced node had. Note: The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using [Object.free][Object::free].

Default Arguments
  • keep_data - false
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pub fn request_ready(&self)

Requests that _ready be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see [_ready][Self::_ready]). _ready is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready too (in which case, _ready will be called in the same order as it would normally).

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pub fn reset_physics_interpolation(&self)

When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick. This glitch can be prevented by calling reset_physics_interpolation, which temporarily turns off interpolation until the physics tick is complete. NOTIFICATION_RESET_PHYSICS_INTERPOLATION will be received by the node and all children recursively. Note: This function should be called after moving the node, rather than before.

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pub fn rpc(&self, method: impl Into<GodotString>, varargs: &[Variant]) -> Variant

Sends a remote procedure call request for the given method to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpc_config. Methods are not exposed to RPCs by default. See also rset and rset_config for properties. Returns null. Note: You can only safely use RPCs on clients after you received the connected_to_server signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.

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pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)

Changes the RPC mode for the given method to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, methods are not exposed to networking (and RPCs). See also rset and rset_config for properties.

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pub fn rpc_id(
    &self,
    peer_id: i64,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sends a rpc to a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer). Returns null.

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pub fn rpc_unreliable(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sends a rpc using an unreliable protocol. Returns null.

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pub fn rpc_unreliable_id(
    &self,
    peer_id: i64,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sends a rpc to a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer). Returns null.

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

Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see rset_config. See also rpc for RPCs for methods, most information applies to this method as well.

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pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)

Changes the RPC mode for the given property to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, properties are not exposed to networking (and RPCs). See also rpc and rpc_config for methods.

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pub fn rset_id(
    &self,
    peer_id: i64,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Remotely changes the property’s value on a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer).

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

Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.

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pub fn rset_unreliable_id(
    &self,
    peer_id: i64,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Remotely changes property’s value on a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer).

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pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

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pub fn set_display_folded(&self, fold: bool)

Sets the folded state of the node in the Scene dock.

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pub fn set_filename(&self, filename: impl Into<GodotString>)

If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in filename (e.g. res://levels/1.tscn). Otherwise, filename is set to an empty string.

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

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.

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pub fn set_network_master(&self, id: i64, recursive: bool)

Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.

Default Arguments
  • recursive - true
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pub fn set_owner(&self, owner: impl AsArg<Node>)

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

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pub fn set_pause_mode(&self, mode: i64)

Pause mode. How the node will behave if the SceneTree is paused.

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pub fn set_physics_interpolation_mode(&self, mode: i64)

Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. Note: This can be especially useful for Cameras, where custom interpolation can sometimes give superior results.

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pub fn set_physics_process(&self, enable: bool)

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 FPS, see Engine.iterations_per_second to change) interval (and the [_physics_process][Self::_physics_process] callback will be called if exists). Enabled automatically if [_physics_process][Self::_physics_process] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.

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pub fn set_physics_process_internal(&self, enable: bool)

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [_physics_process][Self::_physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (set_physics_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

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pub fn set_process(&self, enable: bool)

Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [_process][Self::_process] callback will be called if exists). Enabled automatically if [_process][Self::_process] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.

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pub fn set_process_input(&self, enable: bool)

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [_input][Self::_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.

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pub fn set_process_internal(&self, enable: bool)

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [_process][Self::_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

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pub fn set_process_priority(&self, priority: i64)

The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

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pub fn set_process_unhandled_input(&self, enable: bool)

Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [_unhandled_input][Self::_unhandled_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.

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pub fn set_process_unhandled_key_input(&self, enable: bool)

Enables unhandled key input processing. Enabled automatically if [_unhandled_key_input][Self::_unhandled_key_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.

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pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)

Sets whether this is an instance load placeholder. See InstancePlaceholder.

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pub fn set_unique_name_in_owner(&self, enable: bool)

Sets this node’s name as a unique name in its owner. This allows the node to be accessed as %Name instead of the full path, from any node within that scene. If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.

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pub fn update_configuration_warning(&self)

Updates the warning displayed for this node in the Scene Dock. Use [_get_configuration_warning][Self::_get_configuration_warning] to setup the warning message to display.

Methods from Deref<Target = Object>§

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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 - [ ]
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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(), …).

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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(), …).

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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(), …).

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pub fn can_translate_messages(&self) -> bool

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

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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
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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.

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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")
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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).

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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.

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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.
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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.

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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].

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

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

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

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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]).

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

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

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

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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

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

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

Returns true if the object contains the given method.

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

Returns true if the given signal exists.

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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.

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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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.

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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.

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pub fn is_queued_for_deletion(&self) -> bool

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

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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
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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.

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

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

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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).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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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).

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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)
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pub fn set_message_translation(&self, enable: bool)

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

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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".

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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.

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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.

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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§

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impl Debug for Generic6DOFJoint

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

Formats the value using the given formatter. Read more
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impl Deref for Generic6DOFJoint

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type Target = Joint

The resulting type after dereferencing.
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fn deref(&self) -> &Joint

Dereferences the value.
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impl DerefMut for Generic6DOFJoint

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

Mutably dereferences the value.
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impl GodotObject for Generic6DOFJoint

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type Memory = 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.
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fn class_name() -> &'static str

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

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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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
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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
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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
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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
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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
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impl Instanciable for Generic6DOFJoint

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impl QueueFree for Generic6DOFJoint

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impl Sealed for Generic6DOFJoint

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impl SubClass<Joint> for Generic6DOFJoint

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impl SubClass<Node> for Generic6DOFJoint

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impl SubClass<Object> for Generic6DOFJoint

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impl SubClass<Spatial> for Generic6DOFJoint

Auto Trait Implementations§

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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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
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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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.

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impl<N, P> NodeResolveExt<P> for Nwhere
    N: SubClass<Node>,
    P: Into<NodePath>,

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unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>>where
    T: SubClass<Node>,

Convenience method to obtain a reference to a node at path relative to self, and cast it to the desired type. Returns None if the node does not exist or is not of the correct type. Read more
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unsafe fn get_node_as_instance<'a, T>(&self, path: P) -> Option<TInstance<'a, T>>where
    T: NativeClass,
    T::Base: SubClass<Node>,

Convenience method to obtain a reference to a node at path relative to self, and cast it to an instance of the desired NativeClass type. Returns None if the node does not exist or is not of the correct type. Read more
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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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

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