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

core class ParticlesMaterial inherits Material (reference-counted).

This class has related types in the particles_material module.

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

ParticlesMaterial 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 ParticlesMaterial

Constants

source

pub const EMISSION_SHAPE_POINT: i64 = 0i64

source

pub const FLAG_ALIGN_Y_TO_VELOCITY: i64 = 0i64

source

pub const PARAM_INITIAL_LINEAR_VELOCITY: i64 = 0i64

source

pub const EMISSION_SHAPE_SPHERE: i64 = 1i64

source

pub const FLAG_ROTATE_Y: i64 = 1i64

source

pub const PARAM_ANGULAR_VELOCITY: i64 = 1i64

source

pub const EMISSION_SHAPE_BOX: i64 = 2i64

source

pub const FLAG_DISABLE_Z: i64 = 2i64

source

pub const PARAM_ORBIT_VELOCITY: i64 = 2i64

source

pub const EMISSION_SHAPE_POINTS: i64 = 3i64

source

pub const FLAG_MAX: i64 = 3i64

source

pub const PARAM_LINEAR_ACCEL: i64 = 3i64

source

pub const EMISSION_SHAPE_DIRECTED_POINTS: i64 = 4i64

source

pub const PARAM_RADIAL_ACCEL: i64 = 4i64

source

pub const EMISSION_SHAPE_RING: i64 = 5i64

source

pub const PARAM_TANGENTIAL_ACCEL: i64 = 5i64

source

pub const EMISSION_SHAPE_MAX: i64 = 6i64

source

pub const PARAM_DAMPING: i64 = 6i64

source

pub const PARAM_ANGLE: i64 = 7i64

source

pub const PARAM_SCALE: i64 = 8i64

source

pub const PARAM_HUE_VARIATION: i64 = 9i64

source

pub const PARAM_ANIM_SPEED: i64 = 10i64

source

pub const PARAM_ANIM_OFFSET: i64 = 11i64

source

pub const PARAM_MAX: i64 = 12i64

source§

impl ParticlesMaterial

source

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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

source

pub fn color(&self) -> Color

Each particle’s initial color. If the Particles2D’s texture is defined, it will be multiplied by this color. To have particle display color in a SpatialMaterial make sure to set SpatialMaterial.vertex_color_use_as_albedo to true.

source

pub fn color_initial_ramp(&self) -> Option<Ref<Texture, Shared>>

Each particle’s initial color will vary along this GradientTexture (multiplied with color).

source

pub fn color_ramp(&self) -> Option<Ref<Texture, Shared>>

Each particle’s color will vary along this GradientTexture over its lifetime (multiplied with color).

source

pub fn direction(&self) -> Vector3

Unit vector specifying the particles’ emission direction.

source

pub fn emission_box_extents(&self) -> Vector3

The box’s extents if emission_shape is set to EMISSION_SHAPE_BOX.

source

pub fn emission_color_texture(&self) -> Option<Ref<Texture, Shared>>

Particle color will be modulated by color determined by sampling this texture at the same point as the emission_point_texture.

source

pub fn emission_normal_texture(&self) -> Option<Ref<Texture, Shared>>

Particle velocity and rotation will be set by sampling this texture at the same point as the emission_point_texture. Used only in EMISSION_SHAPE_DIRECTED_POINTS. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.

source

pub fn emission_point_count(&self) -> i64

The number of emission points if emission_shape is set to EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.

source

pub fn emission_point_texture(&self) -> Option<Ref<Texture, Shared>>

Particles will be emitted at positions determined by sampling this texture at a random position. Used with EMISSION_SHAPE_POINTS and EMISSION_SHAPE_DIRECTED_POINTS. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.

source

pub fn emission_ring_axis(&self) -> Vector3

The axis of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn emission_ring_height(&self) -> f64

The height of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn emission_ring_inner_radius(&self) -> f64

The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn emission_ring_radius(&self) -> f64

The radius of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn emission_shape(&self) -> EmissionShape

Particles will be emitted inside this region. Use EmissionShape constants for values.

source

pub fn emission_sphere_radius(&self) -> f64

The sphere’s radius if emission_shape is set to EMISSION_SHAPE_SPHERE.

source

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

Returns true if the specified flag is enabled.

source

pub fn flatness(&self) -> f64

Amount of spread along the Y axis.

source

pub fn gravity(&self) -> Vector3

Gravity applied to every particle.

source

pub fn lifetime_randomness(&self) -> f64

Particle lifetime randomness ratio.

source

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

Returns the value of the specified parameter.

source

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

Returns the randomness ratio associated with the specified parameter.

source

pub fn param_texture(&self, param: i64) -> Option<Ref<Texture, Shared>>

Returns the Texture used by the specified parameter.

source

pub fn spread(&self) -> f64

Each particle’s initial direction range from +spread to -spread degrees.

source

pub fn trail_color_modifier(&self) -> Option<Ref<GradientTexture, Shared>>

Trail particles’ color will vary along this GradientTexture.

source

pub fn trail_divisor(&self) -> i64

Emitter will emit amount divided by trail_divisor particles. The remaining particles will be used as trail(s).

source

pub fn trail_size_modifier(&self) -> Option<Ref<CurveTexture, Shared>>

Trail particles’ size will vary along this CurveTexture.

source

pub fn set_color(&self, color: Color)

Each particle’s initial color. If the Particles2D’s texture is defined, it will be multiplied by this color. To have particle display color in a SpatialMaterial make sure to set SpatialMaterial.vertex_color_use_as_albedo to true.

source

pub fn set_color_initial_ramp(&self, ramp: impl AsArg<Texture>)

Each particle’s initial color will vary along this GradientTexture (multiplied with color).

source

pub fn set_color_ramp(&self, ramp: impl AsArg<Texture>)

Each particle’s color will vary along this GradientTexture over its lifetime (multiplied with color).

source

pub fn set_direction(&self, degrees: Vector3)

Unit vector specifying the particles’ emission direction.

source

pub fn set_emission_box_extents(&self, extents: Vector3)

The box’s extents if emission_shape is set to EMISSION_SHAPE_BOX.

source

pub fn set_emission_color_texture(&self, texture: impl AsArg<Texture>)

Particle color will be modulated by color determined by sampling this texture at the same point as the emission_point_texture.

source

pub fn set_emission_normal_texture(&self, texture: impl AsArg<Texture>)

Particle velocity and rotation will be set by sampling this texture at the same point as the emission_point_texture. Used only in EMISSION_SHAPE_DIRECTED_POINTS. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.

source

pub fn set_emission_point_count(&self, point_count: i64)

The number of emission points if emission_shape is set to EMISSION_SHAPE_POINTS or EMISSION_SHAPE_DIRECTED_POINTS.

source

pub fn set_emission_point_texture(&self, texture: impl AsArg<Texture>)

Particles will be emitted at positions determined by sampling this texture at a random position. Used with EMISSION_SHAPE_POINTS and EMISSION_SHAPE_DIRECTED_POINTS. Can be created automatically from mesh or node by selecting “Create Emission Points from Mesh/Node” under the “Particles” tool in the toolbar.

source

pub fn set_emission_ring_axis(&self, axis: Vector3)

The axis of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn set_emission_ring_height(&self, height: f64)

The height of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn set_emission_ring_inner_radius(&self, offset: f64)

The inner radius of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn set_emission_ring_radius(&self, radius: f64)

The radius of the ring when using the emitter EMISSION_SHAPE_RING.

source

pub fn set_emission_shape(&self, shape: i64)

Particles will be emitted inside this region. Use EmissionShape constants for values.

source

pub fn set_emission_sphere_radius(&self, radius: f64)

The sphere’s radius if emission_shape is set to EMISSION_SHAPE_SPHERE.

source

pub fn set_flag(&self, flag: i64, enable: bool)

If true, enables the specified flag. See Flags for options.

source

pub fn set_flatness(&self, amount: f64)

Amount of spread along the Y axis.

source

pub fn set_gravity(&self, accel_vec: Vector3)

Gravity applied to every particle.

source

pub fn set_lifetime_randomness(&self, randomness: f64)

Particle lifetime randomness ratio.

source

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

Sets the specified Parameter.

source

pub fn set_param_randomness(&self, param: i64, randomness: f64)

Sets the randomness ratio for the specified Parameter.

source

pub fn set_param_texture(&self, param: i64, texture: impl AsArg<Texture>)

Sets the Texture for the specified Parameter.

source

pub fn set_spread(&self, degrees: f64)

Each particle’s initial direction range from +spread to -spread degrees.

source

pub fn set_trail_color_modifier(&self, texture: impl AsArg<GradientTexture>)

Trail particles’ color will vary along this GradientTexture.

source

pub fn set_trail_divisor(&self, divisor: i64)

Emitter will emit amount divided by trail_divisor particles. The remaining particles will be used as trail(s).

source

pub fn set_trail_size_modifier(&self, texture: impl AsArg<CurveTexture>)

Trail particles’ size will vary along this CurveTexture.

source

pub fn angle(&self) -> f64

Initial rotation applied to each particle, in degrees. Note: Only applied when flag_disable_z or flag_rotate_y are true or the SpatialMaterial being used to draw the particle is using SpatialMaterial.BILLBOARD_PARTICLES.

source

pub fn set_angle(&self, value: f64)

Initial rotation applied to each particle, in degrees. Note: Only applied when flag_disable_z or flag_rotate_y are true or the SpatialMaterial being used to draw the particle is using SpatialMaterial.BILLBOARD_PARTICLES.

source

pub fn angle_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s rotation will be animated along this CurveTexture.

source

pub fn set_angle_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s rotation will be animated along this CurveTexture.

source

pub fn angle_random(&self) -> f64

Rotation randomness ratio.

source

pub fn set_angle_random(&self, value: f64)

Rotation randomness ratio.

source

pub fn angular_velocity(&self) -> f64

Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle. Note: Only applied when flag_disable_z or flag_rotate_y are true or the SpatialMaterial being used to draw the particle is using SpatialMaterial.BILLBOARD_PARTICLES.

source

pub fn set_angular_velocity(&self, value: f64)

Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle. Note: Only applied when flag_disable_z or flag_rotate_y are true or the SpatialMaterial being used to draw the particle is using SpatialMaterial.BILLBOARD_PARTICLES.

source

pub fn angular_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s angular velocity will vary along this CurveTexture.

source

pub fn set_angular_velocity_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s angular velocity will vary along this CurveTexture.

source

pub fn angular_velocity_random(&self) -> f64

Angular velocity randomness ratio.

source

pub fn set_angular_velocity_random(&self, value: f64)

Angular velocity randomness ratio.

source

pub fn anim_offset(&self) -> f64

Particle animation offset.

source

pub fn set_anim_offset(&self, value: f64)

Particle animation offset.

source

pub fn anim_offset_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s animation offset will vary along this CurveTexture.

source

pub fn set_anim_offset_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s animation offset will vary along this CurveTexture.

source

pub fn anim_offset_random(&self) -> f64

Animation offset randomness ratio.

source

pub fn set_anim_offset_random(&self, value: f64)

Animation offset randomness ratio.

source

pub fn anim_speed(&self) -> f64

Particle animation speed.

source

pub fn set_anim_speed(&self, value: f64)

Particle animation speed.

source

pub fn anim_speed_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s animation speed will vary along this CurveTexture.

source

pub fn set_anim_speed_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s animation speed will vary along this CurveTexture.

source

pub fn anim_speed_random(&self) -> f64

Animation speed randomness ratio.

source

pub fn set_anim_speed_random(&self, value: f64)

Animation speed randomness ratio.

source

pub fn damping(&self) -> f64

The rate at which particles lose velocity.

source

pub fn set_damping(&self, value: f64)

The rate at which particles lose velocity.

source

pub fn damping_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Damping will vary along this CurveTexture.

source

pub fn set_damping_curve(&self, value: impl AsArg<CurveTexture>)

Damping will vary along this CurveTexture.

source

pub fn damping_random(&self) -> f64

Damping randomness ratio.

source

pub fn set_damping_random(&self, value: f64)

Damping randomness ratio.

source

pub fn flag_align_y(&self) -> bool

Align Y axis of particle with the direction of its velocity.

source

pub fn set_flag_align_y(&self, value: bool)

Align Y axis of particle with the direction of its velocity.

source

pub fn flag_disable_z(&self) -> bool

If true, particles will not move on the z axis.

source

pub fn set_flag_disable_z(&self, value: bool)

If true, particles will not move on the z axis.

source

pub fn flag_rotate_y(&self) -> bool

If true, particles rotate around Y axis by angle.

source

pub fn set_flag_rotate_y(&self, value: bool)

If true, particles rotate around Y axis by angle.

source

pub fn hue_variation(&self) -> f64

Initial hue variation applied to each particle.

source

pub fn set_hue_variation(&self, value: f64)

Initial hue variation applied to each particle.

source

pub fn hue_variation_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s hue will vary along this CurveTexture.

source

pub fn set_hue_variation_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s hue will vary along this CurveTexture.

source

pub fn hue_variation_random(&self) -> f64

Hue variation randomness ratio.

source

pub fn set_hue_variation_random(&self, value: f64)

Hue variation randomness ratio.

source

pub fn initial_velocity(&self) -> f64

Initial velocity magnitude for each particle. Direction comes from spread and the node’s orientation.

source

pub fn set_initial_velocity(&self, value: f64)

Initial velocity magnitude for each particle. Direction comes from spread and the node’s orientation.

source

pub fn initial_velocity_random(&self) -> f64

Initial velocity randomness ratio.

source

pub fn set_initial_velocity_random(&self, value: f64)

Initial velocity randomness ratio.

source

pub fn linear_accel(&self) -> f64

Linear acceleration applied to each particle in the direction of motion.

source

pub fn set_linear_accel(&self, value: f64)

Linear acceleration applied to each particle in the direction of motion.

source

pub fn linear_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s linear acceleration will vary along this CurveTexture.

source

pub fn set_linear_accel_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s linear acceleration will vary along this CurveTexture.

source

pub fn linear_accel_random(&self) -> f64

Linear acceleration randomness ratio.

source

pub fn set_linear_accel_random(&self, value: f64)

Linear acceleration randomness ratio.

source

pub fn orbit_velocity(&self) -> f64

Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. Note: Only available when flag_disable_z is true.

source

pub fn set_orbit_velocity(&self, value: f64)

Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. Note: Only available when flag_disable_z is true.

source

pub fn orbit_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s orbital velocity will vary along this CurveTexture.

source

pub fn set_orbit_velocity_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s orbital velocity will vary along this CurveTexture.

source

pub fn orbit_velocity_random(&self) -> f64

Orbital velocity randomness ratio.

source

pub fn set_orbit_velocity_random(&self, value: f64)

Orbital velocity randomness ratio.

source

pub fn radial_accel(&self) -> f64

Radial acceleration applied to each particle. Makes particle accelerate away from origin.

source

pub fn set_radial_accel(&self, value: f64)

Radial acceleration applied to each particle. Makes particle accelerate away from origin.

source

pub fn radial_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s radial acceleration will vary along this CurveTexture.

source

pub fn set_radial_accel_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s radial acceleration will vary along this CurveTexture.

source

pub fn radial_accel_random(&self) -> f64

Radial acceleration randomness ratio.

source

pub fn set_radial_accel_random(&self, value: f64)

Radial acceleration randomness ratio.

source

pub fn scale(&self) -> f64

Initial scale applied to each particle.

source

pub fn set_scale(&self, value: f64)

Initial scale applied to each particle.

source

pub fn scale_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s scale will vary along this CurveTexture.

source

pub fn set_scale_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s scale will vary along this CurveTexture.

source

pub fn scale_random(&self) -> f64

Scale randomness ratio.

source

pub fn set_scale_random(&self, value: f64)

Scale randomness ratio.

source

pub fn tangential_accel(&self) -> f64

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle’s velocity giving the particles a swirling motion.

source

pub fn set_tangential_accel(&self, value: f64)

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle’s velocity giving the particles a swirling motion.

source

pub fn tangential_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>

Each particle’s tangential acceleration will vary along this CurveTexture.

source

pub fn set_tangential_accel_curve(&self, value: impl AsArg<CurveTexture>)

Each particle’s tangential acceleration will vary along this CurveTexture.

source

pub fn tangential_accel_random(&self) -> f64

Tangential acceleration randomness ratio.

source

pub fn set_tangential_accel_random(&self, value: f64)

Tangential acceleration randomness ratio.

Methods from Deref<Target = Material>§

source

pub const RENDER_PRIORITY_MIN: i64 = -128i64

source

pub const RENDER_PRIORITY_MAX: i64 = 127i64

source

pub fn next_pass(&self) -> Option<Ref<Material, Shared>>

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: This only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

source

pub fn render_priority(&self) -> i64

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

source

pub fn set_next_pass(&self, next_pass: impl AsArg<Material>)

Sets the Material to be used for the next pass. This renders the object again using a different material. Note: This only applies to SpatialMaterials and ShaderMaterials with type “Spatial”.

source

pub fn set_render_priority(&self, priority: i64)

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Methods from Deref<Target = Resource>§

source

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>

Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. Note: When duplicating a resource, only exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false
source

pub fn emit_changed(&self)

Sample code is GDScript unless otherwise noted.

Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

source

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

If [resource_local_to_scene][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null.

source

pub fn name(&self) -> GodotString

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

source

pub fn path(&self) -> GodotString

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

source

pub fn get_rid(&self) -> Rid

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

source

pub fn is_local_to_scene(&self) -> bool

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

source

pub fn set_local_to_scene(&self, enable: bool)

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

source

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

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

source

pub fn set_path(&self, path: impl Into<GodotString>)

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

source

pub fn setup_local_to_scene(&self)

This method is called when a resource with [resource_local_to_scene][Self::resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [_setup_local_to_scene][Self::_setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

source

pub fn take_over_path(&self, path: impl Into<GodotString>)

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path][Self::resource_path], as the latter would error out if another resource was already cached for the given path.

Methods from Deref<Target = Object>§

source

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 - [ ]
source

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(), …).

source

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(), …).

source

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(), …).

source

pub fn can_translate_messages(&self) -> bool

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

source

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
source

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.

source

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")
source

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).

source

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.

source

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.
source

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.

source

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].

source

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
source

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

Returns the object’s metadata as a PoolStringArray.

source

pub fn get_method_list(&self) -> VariantArray

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

source

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]).

source

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

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

source

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

Returns an Array of connections for the given signal.

source

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

source

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

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

source

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

Returns true if the object contains the given method.

source

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

Returns true if the given signal exists.

source

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.

source

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

source

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.

source

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.

source

pub fn is_queued_for_deletion(&self) -> bool

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

source

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
source

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.

source

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

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

source

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).

source

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

source

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).

source

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)
source

pub fn set_message_translation(&self, enable: bool)

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

source

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".

source

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.

source

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.

source

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations§

source§

impl Debug for ParticlesMaterial

source§

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

Formats the value using the given formatter. Read more
source§

impl Deref for ParticlesMaterial

§

type Target = Material

The resulting type after dereferencing.
source§

fn deref(&self) -> &Material

Dereferences the value.
source§

impl DerefMut for ParticlesMaterial

source§

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

Mutably dereferences the value.
source§

impl GodotObject for ParticlesMaterial

§

type Memory = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
source§

fn class_name() -> &'static str

source§

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.
source§

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

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
source§

fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
source§

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
source§

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
source§

unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
source§

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
source§

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
source§

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
source§

impl Instanciable for ParticlesMaterial

source§

impl Sealed for ParticlesMaterial

source§

impl SubClass<Material> for ParticlesMaterial

source§

impl SubClass<Object> for ParticlesMaterial

source§

impl SubClass<Reference> for ParticlesMaterial

source§

impl SubClass<Resource> for ParticlesMaterial

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

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
source§

impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

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.

source§

impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

§

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.
source§

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

§

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.
source§

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