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

core singleton class NavigationServer inherits Object (manually managed).

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

NavigationServer 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 NavigationServer

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pub fn godot_singleton() -> &'static Self

Returns a reference to the singleton instance.

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pub fn agent_create(&self) -> Rid

Creates the agent.

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pub unsafe fn agent_get_map(&self, agent: Rid) -> Rid

Returns the navigation map RID the requested agent is currently assigned to.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_is_map_changed(&self, agent: Rid) -> bool

Returns true if the map got changed the previous frame.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_callback(
    &self,
    agent: Rid,
    receiver: impl AsArg<Object>,
    method: impl Into<GodotString>,
    userdata: impl OwnedToVariant
)

Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated safe_velocity to the receiver object with a signal to the chosen method name. Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use agent_set_callback again with a null object as the receiver.

Default Arguments
  • userdata - null
Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_map(&self, agent: Rid, map: Rid)

Puts the agent in the map.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_max_neighbors(&self, agent: Rid, count: i64)

Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_max_speed(&self, agent: Rid, max_speed: f64)

Sets the maximum speed of the agent. Must be positive.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_neighbor_dist(&self, agent: Rid, dist: f64)

Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_position(&self, agent: Rid, position: Vector3)

Sets the position of the agent in world space.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_radius(&self, agent: Rid, radius: f64)

Sets the radius of the agent.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_target_velocity(
    &self,
    agent: Rid,
    target_velocity: Vector3
)

Sets the new target velocity.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_time_horizon(&self, agent: Rid, time: f64)

The minimal amount of time for which the agent’s velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn agent_set_velocity(&self, agent: Rid, velocity: Vector3)

Sets the current velocity of the agent.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn free_rid(&self, rid: Rid)

Destroys the given RID.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub fn get_maps(&self) -> VariantArray

Returns all created navigation map RIDs on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.

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pub fn map_create(&self) -> Rid

Create a new map.

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pub unsafe fn map_force_update(&self, map: Rid)

This function immediately forces synchronization of the specified navigation map RID. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed). Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update. Avoidance processing and dispatch of the safe_velocity signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame. Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_agents(&self, map: Rid) -> VariantArray

Returns all navigation agents RIDs that are currently assigned to the requested navigation map.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_cell_height(&self, map: Rid) -> f64

Returns the map cell height.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_cell_size(&self, map: Rid) -> f64

Returns the map cell size.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_closest_point(&self, map: Rid, to_point: Vector3) -> Vector3

Returns the point closest to the provided to_point on the navigation mesh surface.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_closest_point_normal(
    &self,
    map: Rid,
    to_point: Vector3
) -> Vector3

Returns the normal for the point returned by map_get_closest_point.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_closest_point_owner(
    &self,
    map: Rid,
    to_point: Vector3
) -> Rid

Returns the owner region RID for the point returned by map_get_closest_point.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_closest_point_to_segment(
    &self,
    map: Rid,
    start: Vector3,
    end: Vector3,
    use_collision: bool
) -> Vector3

Returns the closest point between the navigation surface and the segment.

Default Arguments
  • use_collision - false
Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_edge_connection_margin(&self, map: Rid) -> f64

Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_path(
    &self,
    map: Rid,
    origin: Vector3,
    destination: Vector3,
    optimize: bool,
    navigation_layers: i64
) -> PoolArray<Vector3>

Returns the navigation path to reach the destination from the origin. navigation_layers is a bitmask of all region layers that are allowed to be in the path.

Default Arguments
  • navigation_layers - 1
Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_regions(&self, map: Rid) -> VariantArray

Returns all navigation regions RIDs that are currently assigned to the requested navigation map.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_get_up(&self, map: Rid) -> Vector3

Returns the map’s up direction.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_is_active(&self, map: Rid) -> bool

Returns true if the map is active.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_set_active(&self, map: Rid, active: bool)

Sets the map active.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_set_cell_height(&self, map: Rid, cell_height: f64)

Set the map cell height used to weld the navigation mesh polygons.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_set_cell_size(&self, map: Rid, cell_size: f64)

Set the map cell size used to weld the navigation mesh polygons.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_set_edge_connection_margin(&self, map: Rid, margin: f64)

Set the map edge connection margin used to weld the compatible region edges.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn map_set_up(&self, map: Rid, up: Vector3)

Sets the map up direction.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub fn process(&self, delta_time: f64)

Process the collision avoidance agents. The result of this process is needed by the physics server, so this must be called in the main thread. Note: This function is not thread safe.

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pub fn region_bake_navmesh(
    &self,
    mesh: impl AsArg<NavigationMesh>,
    node: impl AsArg<Node>
)

Bakes the navigation mesh.

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pub fn region_create(&self) -> Rid

Creates a new region.

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pub unsafe fn region_get_connection_pathway_end(
    &self,
    region: Rid,
    connection: i64
) -> Vector3

Returns the ending point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_connection_pathway_start(
    &self,
    region: Rid,
    connection: i64
) -> Vector3

Returns the starting point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_connections_count(&self, region: Rid) -> i64

Returns how many connections this region has with other regions in the map.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_enter_cost(&self, region: Rid) -> f64

Returns the enter_cost of this region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_map(&self, region: Rid) -> Rid

Returns the navigation map RID the requested region is currently assigned to.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_navigation_layers(&self, region: Rid) -> i64

Returns the region’s navigation layers.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_get_travel_cost(&self, region: Rid) -> f64

Returns the travel_cost of this region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_owns_point(&self, region: Rid, point: Vector3) -> bool

Returns true if the provided point in world space is currently owned by the provided navigation region. Owned in this context means that one of the region’s navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region. If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer. Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_enter_cost(&self, region: Rid, enter_cost: f64)

Sets the enter_cost for this region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_map(&self, region: Rid, map: Rid)

Sets the map for the region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_navigation_layers(
    &self,
    region: Rid,
    navigation_layers: i64
)

Set the region’s navigation layers. This allows selecting regions from a path request (when using NavigationServer.map_get_path).

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_navmesh(
    &self,
    region: Rid,
    nav_mesh: impl AsArg<NavigationMesh>
)

Sets the navigation mesh for the region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_transform(&self, region: Rid, transform: Transform)

Sets the global transformation for the region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub unsafe fn region_set_travel_cost(&self, region: Rid, travel_cost: f64)

Sets the travel_cost for this region.

Safety

This function has parameters of type Rid (resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.

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pub fn set_active(&self, active: bool)

Control activation of this server.

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 NavigationServer

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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 NavigationServer

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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 NavigationServer

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

Mutably dereferences the value.
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impl GodotObject for NavigationServer

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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 NavigationServer

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impl Send for NavigationServer

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impl SubClass<Object> for NavigationServer

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impl Sync for NavigationServer

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,