Struct gdnative_bindings::Geometry
source · pub struct Geometry { /* private fields */ }
Expand description
core singleton class Geometry
inherits Object
(manually managed).
This class has related types in the geometry
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.
Class hierarchy
Geometry inherits methods from:
Safety
All types in the Godot API have interior mutability in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate 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 Geometry
impl Geometry
Constants
pub const END_POLYGON: i64 = 0i64
pub const JOIN_SQUARE: i64 = 0i64
pub const OPERATION_UNION: i64 = 0i64
pub const END_JOINED: i64 = 1i64
pub const JOIN_ROUND: i64 = 1i64
pub const OPERATION_DIFFERENCE: i64 = 1i64
pub const END_BUTT: i64 = 2i64
pub const JOIN_MITER: i64 = 2i64
pub const OPERATION_INTERSECTION: i64 = 2i64
pub const END_SQUARE: i64 = 3i64
pub const OPERATION_XOR: i64 = 3i64
pub const END_ROUND: i64 = 4i64
source§impl Geometry
impl Geometry
sourcepub fn godot_singleton() -> &'static Self
pub fn godot_singleton() -> &'static Self
Returns a reference to the singleton instance.
sourcepub fn build_box_planes(&self, extents: Vector3) -> VariantArray
pub fn build_box_planes(&self, extents: Vector3) -> VariantArray
Returns an array with 6 Plane
s that describe the sides of a box centered at the origin. The box size is defined by extents
, which represents one (positive) corner of the box (i.e. half its actual size).
sourcepub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
pub fn build_capsule_planes(
&self,
radius: f64,
height: f64,
sides: i64,
lats: i64,
axis: i64
) -> VariantArray
Returns an array of Plane
s closely bounding a faceted capsule centered at the origin with radius radius
and height height
. The parameter sides
defines how many planes will be generated for the side part of the capsule, whereas lats
gives the number of latitudinal steps at the bottom and top of the capsule. The parameter axis
describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis
-2
sourcepub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
pub fn build_cylinder_planes(
&self,
radius: f64,
height: f64,
sides: i64,
axis: i64
) -> VariantArray
Returns an array of Plane
s closely bounding a faceted cylinder centered at the origin with radius radius
and height height
. The parameter sides
defines how many planes will be generated for the round part of the cylinder. The parameter axis
describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).
Default Arguments
axis
-2
sourcepub fn clip_polygon(
&self,
points: PoolArray<Vector3>,
plane: Plane
) -> PoolArray<Vector3>
pub fn clip_polygon(
&self,
points: PoolArray<Vector3>,
plane: Plane
) -> PoolArray<Vector3>
Clips the polygon defined by the points in points
against the plane
and returns the points of the clipped polygon.
sourcepub fn clip_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
pub fn clip_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
Clips polygon_a
against polygon_b
and returns an array of clipped polygons. This performs OPERATION_DIFFERENCE
between polygons. Returns an empty array if polygon_b
completely overlaps polygon_a
.
If polygon_b
is enclosed by polygon_a
, returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling is_polygon_clockwise
.
sourcepub fn clip_polyline_with_polygon_2d(
&self,
polyline: PoolArray<Vector2>,
polygon: PoolArray<Vector2>
) -> VariantArray
pub fn clip_polyline_with_polygon_2d(
&self,
polyline: PoolArray<Vector2>,
polygon: PoolArray<Vector2>
) -> VariantArray
Clips polyline
against polygon
and returns an array of clipped polylines. This performs OPERATION_DIFFERENCE
between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.
sourcepub fn convex_hull_2d(&self, points: PoolArray<Vector2>) -> PoolArray<Vector2>
pub fn convex_hull_2d(&self, points: PoolArray<Vector2>) -> PoolArray<Vector2>
Given an array of Vector2
s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
sourcepub fn exclude_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
pub fn exclude_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
Mutually excludes common area defined by intersection of polygon_a
and polygon_b
(see intersect_polygons_2d
) and returns an array of excluded polygons. This performs OPERATION_XOR
between polygons. In other words, returns all but common area between polygons.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise
.
sourcepub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_closest_point_to_segment(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
Returns the 3D point on the 3D segment (s1
, s2
) that is closest to point
. The returned point will always be inside the specified segment.
sourcepub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
Returns the 2D point on the 2D segment (s1
, s2
) that is closest to point
. The returned point will always be inside the specified segment.
sourcepub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
pub fn get_closest_point_to_segment_uncapped(
&self,
point: Vector3,
s1: Vector3,
s2: Vector3
) -> Vector3
Returns the 3D point on the 3D line defined by (s1
, s2
) that is closest to point
. The returned point can be inside the segment (s1
, s2
) or outside of it, i.e. somewhere on the line extending from the segment.
sourcepub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
pub fn get_closest_point_to_segment_uncapped_2d(
&self,
point: Vector2,
s1: Vector2,
s2: Vector2
) -> Vector2
Returns the 2D point on the 2D line defined by (s1
, s2
) that is closest to point
. The returned point can be inside the segment (s1
, s2
) or outside of it, i.e. somewhere on the line extending from the segment.
sourcepub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> PoolArray<Vector3>
pub fn get_closest_points_between_segments(
&self,
p1: Vector3,
p2: Vector3,
q1: Vector3,
q2: Vector3
) -> PoolArray<Vector3>
Given the two 3D segments (p1
, p2
) and (q1
, q2
), finds those two points on the two segments that are closest to each other. Returns a PoolVector3Array
that contains this point on (p1
, p2
) as well the accompanying point on (q1
, q2
).
sourcepub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> PoolArray<Vector2>
pub fn get_closest_points_between_segments_2d(
&self,
p1: Vector2,
q1: Vector2,
p2: Vector2,
q2: Vector2
) -> PoolArray<Vector2>
Given the two 2D segments (p1
, q1
) and (p2
, q2
), finds those two points on the two segments that are closest to each other. Returns a PoolVector2Array
that contains this point on (p1
, q1
) as well the accompanying point on (p2
, q2
).
sourcepub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64
pub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64
Used internally by the engine.
sourcepub fn intersect_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
pub fn intersect_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
Intersects polygon_a
with polygon_b
and returns an array of intersected polygons. This performs OPERATION_INTERSECTION
between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise
.
sourcepub fn intersect_polyline_with_polygon_2d(
&self,
polyline: PoolArray<Vector2>,
polygon: PoolArray<Vector2>
) -> VariantArray
pub fn intersect_polyline_with_polygon_2d(
&self,
polyline: PoolArray<Vector2>,
polygon: PoolArray<Vector2>
) -> VariantArray
Intersects polyline
with polygon
and returns an array of intersected polylines. This performs OPERATION_INTERSECTION
between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.
sourcepub fn is_point_in_circle(
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool
pub fn is_point_in_circle(
&self,
point: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> bool
Returns true
if point
is inside the circle or if it’s located exactly on the circle’s boundary, otherwise returns false
.
sourcepub fn is_point_in_polygon(
&self,
point: Vector2,
polygon: PoolArray<Vector2>
) -> bool
pub fn is_point_in_polygon(
&self,
point: Vector2,
polygon: PoolArray<Vector2>
) -> bool
Returns true
if point
is inside polygon
or if it’s located exactly on polygon’s boundary, otherwise returns false
.
sourcepub fn is_polygon_clockwise(&self, polygon: PoolArray<Vector2>) -> bool
pub fn is_polygon_clockwise(&self, polygon: PoolArray<Vector2>) -> bool
Returns true
if polygon
’s vertices are ordered in clockwise order, otherwise returns false
.
sourcepub fn line_intersects_line_2d(
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant
pub fn line_intersects_line_2d(
&self,
from_a: Vector2,
dir_a: Vector2,
from_b: Vector2,
dir_b: Vector2
) -> Variant
Checks if the two lines (from_a
, dir_a
) and (from_b
, dir_b
) intersect. If yes, return the point of intersection as Vector2
. If no intersection takes place, returns null
.
Note: The lines are specified using direction vectors, not end points.
sourcepub fn make_atlas(&self, sizes: PoolArray<Vector2>) -> Dictionary
pub fn make_atlas(&self, sizes: PoolArray<Vector2>) -> Dictionary
sourcepub fn merge_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
pub fn merge_polygons_2d(
&self,
polygon_a: PoolArray<Vector2>,
polygon_b: PoolArray<Vector2>
) -> VariantArray
Merges (combines) polygon_a
and polygon_b
and returns an array of merged polygons. This performs OPERATION_UNION
between polygons.
The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling is_polygon_clockwise
.
sourcepub fn offset_polygon_2d(
&self,
polygon: PoolArray<Vector2>,
delta: f64,
join_type: i64
) -> VariantArray
pub fn offset_polygon_2d(
&self,
polygon: PoolArray<Vector2>,
delta: f64,
join_type: i64
) -> VariantArray
Sample code is GDScript unless otherwise noted.
Inflates or deflates polygon
by delta
units (pixels). If delta
is positive, makes the polygon grow outward. If delta
is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if delta
is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon.
Each polygon’s vertices will be rounded as determined by join_type
, see PolyJoinType
.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise
.
Note: To translate the polygon’s vertices specifically, use the Transform2D.xform
method:
var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
var offset = Vector2(50, 50)
polygon = Transform2D(0, offset).xform(polygon)
print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)]
Default Arguments
join_type
-0
sourcepub fn offset_polyline_2d(
&self,
polyline: PoolArray<Vector2>,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray
pub fn offset_polyline_2d(
&self,
polyline: PoolArray<Vector2>,
delta: f64,
join_type: i64,
end_type: i64
) -> VariantArray
Inflates or deflates polyline
by delta
units (pixels), producing polygons. If delta
is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If delta
is negative, returns an empty array.
Each polygon’s vertices will be rounded as determined by join_type
, see PolyJoinType
.
Each polygon’s endpoints will be rounded as determined by end_type
, see PolyEndType
.
The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling is_polygon_clockwise
.
Default Arguments
join_type
-0
end_type
-3
sourcepub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
pub fn point_is_inside_triangle(
&self,
point: Vector2,
a: Vector2,
b: Vector2,
c: Vector2
) -> bool
Returns if point
is inside the triangle specified by a
, b
and c
.
sourcepub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn ray_intersects_triangle(
&self,
from: Vector3,
dir: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
sourcepub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
pub fn segment_intersects_circle(
&self,
segment_from: Vector2,
segment_to: Vector2,
circle_position: Vector2,
circle_radius: f64
) -> f64
Given the 2D segment (segment_from
, segment_to
), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position circle_position
and has radius circle_radius
. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
sourcepub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> PoolArray<Vector3>
pub fn segment_intersects_convex(
&self,
from: Vector3,
to: Vector3,
planes: VariantArray
) -> PoolArray<Vector3>
Given a convex hull defined though the Plane
s in the array planes
, tests if the segment (from
, to
) intersects with that hull. If an intersection is found, returns a PoolVector3Array
containing the point the intersection and the hull’s normal. If no intersecion is found, an the returned array is empty.
sourcepub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> PoolArray<Vector3>
pub fn segment_intersects_cylinder(
&self,
from: Vector3,
to: Vector3,
height: f64,
radius: f64
) -> PoolArray<Vector3>
Checks if the segment (from
, to
) intersects the cylinder with height height
that is centered at the origin and has radius radius
. If no, returns an empty PoolVector3Array
. If an intersection takes place, the returned array contains the point of intersection and the cylinder’s normal at the point of intersection.
sourcepub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
pub fn segment_intersects_segment_2d(
&self,
from_a: Vector2,
to_a: Vector2,
from_b: Vector2,
to_b: Vector2
) -> Variant
Checks if the two segments (from_a
, to_a
) and (from_b
, to_b
) intersect. If yes, return the point of intersection as Vector2
. If no intersection takes place, returns null
.
sourcepub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> PoolArray<Vector3>
pub fn segment_intersects_sphere(
&self,
from: Vector3,
to: Vector3,
sphere_position: Vector3,
sphere_radius: f64
) -> PoolArray<Vector3>
Checks if the segment (from
, to
) intersects the sphere that is located at sphere_position
and has radius sphere_radius
. If no, returns an empty PoolVector3Array
. If yes, returns a PoolVector3Array
containing the point of intersection and the sphere’s normal at the point of intersection.
sourcepub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
pub fn segment_intersects_triangle(
&self,
from: Vector3,
to: Vector3,
a: Vector3,
b: Vector3,
c: Vector3
) -> Variant
sourcepub fn triangulate_delaunay_2d(
&self,
points: PoolArray<Vector2>
) -> PoolArray<i32>
pub fn triangulate_delaunay_2d(
&self,
points: PoolArray<Vector2>
) -> PoolArray<i32>
Triangulates the area specified by discrete set of points
such that no point is inside the circumcircle of any resulting triangle. Returns a PoolIntArray
where each triangle consists of three consecutive point indices into points
(i.e. the returned array will have n * 3
elements, with n
being the number of found triangles). If the triangulation did not succeed, an empty PoolIntArray
is returned.
sourcepub fn triangulate_polygon(&self, polygon: PoolArray<Vector2>) -> PoolArray<i32>
pub fn triangulate_polygon(&self, polygon: PoolArray<Vector2>) -> PoolArray<i32>
Triangulates the polygon specified by the points in polygon
. Returns a PoolIntArray
where each triangle consists of three consecutive point indices into polygon
(i.e. the returned array will have n * 3
elements, with n
being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it’s clockwise. If the triangulation did not succeed, an empty PoolIntArray
is returned.
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 GodotObject for Geometry
impl GodotObject for Geometry
§type Memory = ManuallyManaged
type Memory = ManuallyManaged
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
.