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§

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impl Geometry

Constants

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pub const END_POLYGON: i64 = 0i64

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pub const JOIN_SQUARE: i64 = 0i64

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pub const OPERATION_UNION: i64 = 0i64

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pub const END_JOINED: i64 = 1i64

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pub const JOIN_ROUND: i64 = 1i64

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pub const OPERATION_DIFFERENCE: i64 = 1i64

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pub const END_BUTT: i64 = 2i64

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pub const JOIN_MITER: i64 = 2i64

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pub const OPERATION_INTERSECTION: i64 = 2i64

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pub const END_SQUARE: i64 = 3i64

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pub const OPERATION_XOR: i64 = 3i64

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pub const END_ROUND: i64 = 4i64

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impl Geometry

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pub fn godot_singleton() -> &'static Self

Returns a reference to the singleton instance.

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pub fn build_box_planes(&self, extents: Vector3) -> VariantArray

Returns an array with 6 Planes that describe the sides of a box centered at the origin. The box size is defined by extents, which represents one (positive) corner of the box (i.e. half its actual size).

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pub fn build_capsule_planes(
    &self,
    radius: f64,
    height: f64,
    sides: i64,
    lats: i64,
    axis: i64
) -> VariantArray

Returns an array of Planes closely bounding a faceted capsule centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the side part of the capsule, whereas lats gives the number of latitudinal steps at the bottom and top of the capsule. The parameter axis describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).

Default Arguments
  • axis - 2
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pub fn build_cylinder_planes(
    &self,
    radius: f64,
    height: f64,
    sides: i64,
    axis: i64
) -> VariantArray

Returns an array of Planes closely bounding a faceted cylinder centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the round part of the cylinder. The parameter axis describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).

Default Arguments
  • axis - 2
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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.

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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.

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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.

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pub fn convex_hull_2d(&self, points: PoolArray<Vector2>) -> PoolArray<Vector2>

Given an array of Vector2s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.

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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.

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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.

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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.

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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.

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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.

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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).

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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).

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pub fn get_uv84_normal_bit(&self, normal: Vector3) -> i64

Used internally by the engine.

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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.

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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.

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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.

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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.

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pub fn is_polygon_clockwise(&self, polygon: PoolArray<Vector2>) -> bool

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

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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.

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pub fn make_atlas(&self, sizes: PoolArray<Vector2>) -> Dictionary

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

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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.

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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
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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
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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.

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

Tests if the 3D ray starting at from with the direction of dir intersects the triangle specified by a, b and c. If yes, returns the point of intersection as Vector3. If no intersection takes place, an empty Variant is returned.

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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).

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pub fn segment_intersects_convex(
    &self,
    from: Vector3,
    to: Vector3,
    planes: VariantArray
) -> PoolArray<Vector3>

Given a convex hull defined though the Planes in the array planes, tests if the segment (from, to) intersects with that hull. If an intersection is found, returns a PoolVector3Array containing the point the intersection and the hull’s normal. If no intersecion is found, an the returned array is empty.

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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.

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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.

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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.

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pub fn segment_intersects_triangle(
    &self,
    from: Vector3,
    to: Vector3,
    a: Vector3,
    b: Vector3,
    c: Vector3
) -> Variant

Tests if the segment (from, to) intersects the triangle a, b, c. If yes, returns the point of intersection as Vector3. If no intersection takes place, an empty Variant is returned.

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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.

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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>§

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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 Geometry

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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 Geometry

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type Target = Object

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

Dereferences the value.
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impl DerefMut for Geometry

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

Mutably dereferences the value.
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impl GodotObject for Geometry

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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 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 Sealed for Geometry

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impl Send for Geometry

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impl SubClass<Object> for Geometry

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impl Sync for Geometry

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<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,