Struct gdnative_bindings::ParticlesMaterial
source · 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
impl ParticlesMaterial
Constants
pub const EMISSION_SHAPE_POINT: i64 = 0i64
pub const FLAG_ALIGN_Y_TO_VELOCITY: i64 = 0i64
pub const PARAM_INITIAL_LINEAR_VELOCITY: i64 = 0i64
pub const EMISSION_SHAPE_SPHERE: i64 = 1i64
pub const FLAG_ROTATE_Y: i64 = 1i64
pub const PARAM_ANGULAR_VELOCITY: i64 = 1i64
pub const EMISSION_SHAPE_BOX: i64 = 2i64
pub const FLAG_DISABLE_Z: i64 = 2i64
pub const PARAM_ORBIT_VELOCITY: i64 = 2i64
pub const EMISSION_SHAPE_POINTS: i64 = 3i64
pub const FLAG_MAX: i64 = 3i64
pub const PARAM_LINEAR_ACCEL: i64 = 3i64
pub const EMISSION_SHAPE_DIRECTED_POINTS: i64 = 4i64
pub const PARAM_RADIAL_ACCEL: i64 = 4i64
pub const EMISSION_SHAPE_RING: i64 = 5i64
pub const PARAM_TANGENTIAL_ACCEL: i64 = 5i64
pub const EMISSION_SHAPE_MAX: i64 = 6i64
pub const PARAM_DAMPING: i64 = 6i64
pub const PARAM_ANGLE: i64 = 7i64
pub const PARAM_SCALE: i64 = 8i64
pub const PARAM_HUE_VARIATION: i64 = 9i64
pub const PARAM_ANIM_SPEED: i64 = 10i64
pub const PARAM_ANIM_OFFSET: i64 = 11i64
pub const PARAM_MAX: i64 = 12i64
source§impl ParticlesMaterial
impl ParticlesMaterial
sourcepub fn new() -> Ref<Self, Unique>
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
.
sourcepub fn color(&self) -> Color
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
.
sourcepub fn color_initial_ramp(&self) -> Option<Ref<Texture, Shared>>
pub fn color_initial_ramp(&self) -> Option<Ref<Texture, Shared>>
Each particle’s initial color will vary along this GradientTexture
(multiplied with color
).
sourcepub fn color_ramp(&self) -> Option<Ref<Texture, Shared>>
pub fn color_ramp(&self) -> Option<Ref<Texture, Shared>>
Each particle’s color will vary along this GradientTexture
over its lifetime (multiplied with color
).
sourcepub fn emission_box_extents(&self) -> Vector3
pub fn emission_box_extents(&self) -> Vector3
The box’s extents if emission_shape
is set to EMISSION_SHAPE_BOX
.
sourcepub fn emission_color_texture(&self) -> Option<Ref<Texture, Shared>>
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
.
sourcepub fn emission_normal_texture(&self) -> Option<Ref<Texture, Shared>>
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.
sourcepub fn emission_point_count(&self) -> i64
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
.
sourcepub fn emission_point_texture(&self) -> Option<Ref<Texture, Shared>>
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.
sourcepub fn emission_ring_axis(&self) -> Vector3
pub fn emission_ring_axis(&self) -> Vector3
The axis of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn emission_ring_height(&self) -> f64
pub fn emission_ring_height(&self) -> f64
The height of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn emission_ring_inner_radius(&self) -> f64
pub fn emission_ring_inner_radius(&self) -> f64
The inner radius of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn emission_ring_radius(&self) -> f64
pub fn emission_ring_radius(&self) -> f64
The radius of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn emission_shape(&self) -> EmissionShape
pub fn emission_shape(&self) -> EmissionShape
Particles will be emitted inside this region. Use EmissionShape
constants for values.
sourcepub fn emission_sphere_radius(&self) -> f64
pub fn emission_sphere_radius(&self) -> f64
The sphere’s radius if emission_shape
is set to EMISSION_SHAPE_SPHERE
.
sourcepub fn lifetime_randomness(&self) -> f64
pub fn lifetime_randomness(&self) -> f64
Particle lifetime randomness ratio.
sourcepub fn param_randomness(&self, param: i64) -> f64
pub fn param_randomness(&self, param: i64) -> f64
Returns the randomness ratio associated with the specified parameter.
sourcepub fn param_texture(&self, param: i64) -> Option<Ref<Texture, Shared>>
pub fn param_texture(&self, param: i64) -> Option<Ref<Texture, Shared>>
Returns the Texture
used by the specified parameter.
sourcepub fn spread(&self) -> f64
pub fn spread(&self) -> f64
Each particle’s initial direction range from +spread
to -spread
degrees.
sourcepub fn trail_color_modifier(&self) -> Option<Ref<GradientTexture, Shared>>
pub fn trail_color_modifier(&self) -> Option<Ref<GradientTexture, Shared>>
Trail particles’ color will vary along this GradientTexture
.
sourcepub fn trail_divisor(&self) -> i64
pub fn trail_divisor(&self) -> i64
Emitter will emit amount
divided by trail_divisor
particles. The remaining particles will be used as trail(s).
sourcepub fn trail_size_modifier(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn trail_size_modifier(&self) -> Option<Ref<CurveTexture, Shared>>
Trail particles’ size will vary along this CurveTexture
.
sourcepub fn set_color(&self, color: Color)
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
.
sourcepub fn set_color_initial_ramp(&self, ramp: impl AsArg<Texture>)
pub fn set_color_initial_ramp(&self, ramp: impl AsArg<Texture>)
Each particle’s initial color will vary along this GradientTexture
(multiplied with color
).
sourcepub fn set_color_ramp(&self, ramp: impl AsArg<Texture>)
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
).
sourcepub fn set_direction(&self, degrees: Vector3)
pub fn set_direction(&self, degrees: Vector3)
Unit vector specifying the particles’ emission direction.
sourcepub fn set_emission_box_extents(&self, extents: Vector3)
pub fn set_emission_box_extents(&self, extents: Vector3)
The box’s extents if emission_shape
is set to EMISSION_SHAPE_BOX
.
sourcepub fn set_emission_color_texture(&self, texture: impl AsArg<Texture>)
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
.
sourcepub fn set_emission_normal_texture(&self, texture: impl AsArg<Texture>)
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.
sourcepub fn set_emission_point_count(&self, point_count: i64)
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
.
sourcepub fn set_emission_point_texture(&self, texture: impl AsArg<Texture>)
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.
sourcepub fn set_emission_ring_axis(&self, axis: Vector3)
pub fn set_emission_ring_axis(&self, axis: Vector3)
The axis of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn set_emission_ring_height(&self, height: f64)
pub fn set_emission_ring_height(&self, height: f64)
The height of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn set_emission_ring_inner_radius(&self, offset: f64)
pub fn set_emission_ring_inner_radius(&self, offset: f64)
The inner radius of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn set_emission_ring_radius(&self, radius: f64)
pub fn set_emission_ring_radius(&self, radius: f64)
The radius of the ring when using the emitter EMISSION_SHAPE_RING
.
sourcepub fn set_emission_shape(&self, shape: i64)
pub fn set_emission_shape(&self, shape: i64)
Particles will be emitted inside this region. Use EmissionShape
constants for values.
sourcepub fn set_emission_sphere_radius(&self, radius: f64)
pub fn set_emission_sphere_radius(&self, radius: f64)
The sphere’s radius if emission_shape
is set to EMISSION_SHAPE_SPHERE
.
sourcepub fn set_flag(&self, flag: i64, enable: bool)
pub fn set_flag(&self, flag: i64, enable: bool)
If true
, enables the specified flag. See Flags
for options.
sourcepub fn set_flatness(&self, amount: f64)
pub fn set_flatness(&self, amount: f64)
Amount of spread
along the Y axis.
sourcepub fn set_gravity(&self, accel_vec: Vector3)
pub fn set_gravity(&self, accel_vec: Vector3)
Gravity applied to every particle.
sourcepub fn set_lifetime_randomness(&self, randomness: f64)
pub fn set_lifetime_randomness(&self, randomness: f64)
Particle lifetime randomness ratio.
sourcepub fn set_param_randomness(&self, param: i64, randomness: f64)
pub fn set_param_randomness(&self, param: i64, randomness: f64)
Sets the randomness ratio for the specified Parameter
.
sourcepub fn set_param_texture(&self, param: i64, texture: impl AsArg<Texture>)
pub fn set_param_texture(&self, param: i64, texture: impl AsArg<Texture>)
sourcepub fn set_spread(&self, degrees: f64)
pub fn set_spread(&self, degrees: f64)
Each particle’s initial direction range from +spread
to -spread
degrees.
sourcepub fn set_trail_color_modifier(&self, texture: impl AsArg<GradientTexture>)
pub fn set_trail_color_modifier(&self, texture: impl AsArg<GradientTexture>)
Trail particles’ color will vary along this GradientTexture
.
sourcepub fn set_trail_divisor(&self, divisor: i64)
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).
sourcepub fn set_trail_size_modifier(&self, texture: impl AsArg<CurveTexture>)
pub fn set_trail_size_modifier(&self, texture: impl AsArg<CurveTexture>)
Trail particles’ size will vary along this CurveTexture
.
sourcepub fn angle(&self) -> f64
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
.
sourcepub fn set_angle(&self, value: f64)
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
.
sourcepub fn angle_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn angle_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s rotation will be animated along this CurveTexture
.
sourcepub fn set_angle_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_angle_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s rotation will be animated along this CurveTexture
.
sourcepub fn angle_random(&self) -> f64
pub fn angle_random(&self) -> f64
Rotation randomness ratio.
sourcepub fn set_angle_random(&self, value: f64)
pub fn set_angle_random(&self, value: f64)
Rotation randomness ratio.
sourcepub fn angular_velocity(&self) -> f64
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
.
sourcepub fn set_angular_velocity(&self, value: f64)
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
.
sourcepub fn angular_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn angular_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s angular velocity will vary along this CurveTexture
.
sourcepub fn set_angular_velocity_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_angular_velocity_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s angular velocity will vary along this CurveTexture
.
sourcepub fn angular_velocity_random(&self) -> f64
pub fn angular_velocity_random(&self) -> f64
Angular velocity randomness ratio.
sourcepub fn set_angular_velocity_random(&self, value: f64)
pub fn set_angular_velocity_random(&self, value: f64)
Angular velocity randomness ratio.
sourcepub fn anim_offset(&self) -> f64
pub fn anim_offset(&self) -> f64
Particle animation offset.
sourcepub fn set_anim_offset(&self, value: f64)
pub fn set_anim_offset(&self, value: f64)
Particle animation offset.
sourcepub fn anim_offset_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn anim_offset_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s animation offset will vary along this CurveTexture
.
sourcepub fn set_anim_offset_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_anim_offset_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s animation offset will vary along this CurveTexture
.
sourcepub fn anim_offset_random(&self) -> f64
pub fn anim_offset_random(&self) -> f64
Animation offset randomness ratio.
sourcepub fn set_anim_offset_random(&self, value: f64)
pub fn set_anim_offset_random(&self, value: f64)
Animation offset randomness ratio.
sourcepub fn anim_speed(&self) -> f64
pub fn anim_speed(&self) -> f64
Particle animation speed.
sourcepub fn set_anim_speed(&self, value: f64)
pub fn set_anim_speed(&self, value: f64)
Particle animation speed.
sourcepub fn anim_speed_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn anim_speed_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s animation speed will vary along this CurveTexture
.
sourcepub fn set_anim_speed_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_anim_speed_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s animation speed will vary along this CurveTexture
.
sourcepub fn anim_speed_random(&self) -> f64
pub fn anim_speed_random(&self) -> f64
Animation speed randomness ratio.
sourcepub fn set_anim_speed_random(&self, value: f64)
pub fn set_anim_speed_random(&self, value: f64)
Animation speed randomness ratio.
sourcepub fn set_damping(&self, value: f64)
pub fn set_damping(&self, value: f64)
The rate at which particles lose velocity.
sourcepub fn damping_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn damping_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Damping will vary along this CurveTexture
.
sourcepub fn set_damping_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_damping_curve(&self, value: impl AsArg<CurveTexture>)
Damping will vary along this CurveTexture
.
sourcepub fn damping_random(&self) -> f64
pub fn damping_random(&self) -> f64
Damping randomness ratio.
sourcepub fn set_damping_random(&self, value: f64)
pub fn set_damping_random(&self, value: f64)
Damping randomness ratio.
sourcepub fn flag_align_y(&self) -> bool
pub fn flag_align_y(&self) -> bool
Align Y axis of particle with the direction of its velocity.
sourcepub fn set_flag_align_y(&self, value: bool)
pub fn set_flag_align_y(&self, value: bool)
Align Y axis of particle with the direction of its velocity.
sourcepub fn flag_disable_z(&self) -> bool
pub fn flag_disable_z(&self) -> bool
If true
, particles will not move on the z axis.
sourcepub fn set_flag_disable_z(&self, value: bool)
pub fn set_flag_disable_z(&self, value: bool)
If true
, particles will not move on the z axis.
sourcepub fn flag_rotate_y(&self) -> bool
pub fn flag_rotate_y(&self) -> bool
If true
, particles rotate around Y axis by angle
.
sourcepub fn set_flag_rotate_y(&self, value: bool)
pub fn set_flag_rotate_y(&self, value: bool)
If true
, particles rotate around Y axis by angle
.
sourcepub fn hue_variation(&self) -> f64
pub fn hue_variation(&self) -> f64
Initial hue variation applied to each particle.
sourcepub fn set_hue_variation(&self, value: f64)
pub fn set_hue_variation(&self, value: f64)
Initial hue variation applied to each particle.
sourcepub fn hue_variation_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn hue_variation_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s hue will vary along this CurveTexture
.
sourcepub fn set_hue_variation_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_hue_variation_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s hue will vary along this CurveTexture
.
sourcepub fn hue_variation_random(&self) -> f64
pub fn hue_variation_random(&self) -> f64
Hue variation randomness ratio.
sourcepub fn set_hue_variation_random(&self, value: f64)
pub fn set_hue_variation_random(&self, value: f64)
Hue variation randomness ratio.
sourcepub fn initial_velocity(&self) -> f64
pub fn initial_velocity(&self) -> f64
Initial velocity magnitude for each particle. Direction comes from spread
and the node’s orientation.
sourcepub fn set_initial_velocity(&self, value: f64)
pub fn set_initial_velocity(&self, value: f64)
Initial velocity magnitude for each particle. Direction comes from spread
and the node’s orientation.
sourcepub fn initial_velocity_random(&self) -> f64
pub fn initial_velocity_random(&self) -> f64
Initial velocity randomness ratio.
sourcepub fn set_initial_velocity_random(&self, value: f64)
pub fn set_initial_velocity_random(&self, value: f64)
Initial velocity randomness ratio.
sourcepub fn linear_accel(&self) -> f64
pub fn linear_accel(&self) -> f64
Linear acceleration applied to each particle in the direction of motion.
sourcepub fn set_linear_accel(&self, value: f64)
pub fn set_linear_accel(&self, value: f64)
Linear acceleration applied to each particle in the direction of motion.
sourcepub fn linear_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn linear_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s linear acceleration will vary along this CurveTexture
.
sourcepub fn set_linear_accel_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_linear_accel_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s linear acceleration will vary along this CurveTexture
.
sourcepub fn linear_accel_random(&self) -> f64
pub fn linear_accel_random(&self) -> f64
Linear acceleration randomness ratio.
sourcepub fn set_linear_accel_random(&self, value: f64)
pub fn set_linear_accel_random(&self, value: f64)
Linear acceleration randomness ratio.
sourcepub fn orbit_velocity(&self) -> f64
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
.
sourcepub fn set_orbit_velocity(&self, value: f64)
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
.
sourcepub fn orbit_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn orbit_velocity_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s orbital velocity will vary along this CurveTexture
.
sourcepub fn set_orbit_velocity_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_orbit_velocity_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s orbital velocity will vary along this CurveTexture
.
sourcepub fn orbit_velocity_random(&self) -> f64
pub fn orbit_velocity_random(&self) -> f64
Orbital velocity randomness ratio.
sourcepub fn set_orbit_velocity_random(&self, value: f64)
pub fn set_orbit_velocity_random(&self, value: f64)
Orbital velocity randomness ratio.
sourcepub fn radial_accel(&self) -> f64
pub fn radial_accel(&self) -> f64
Radial acceleration applied to each particle. Makes particle accelerate away from origin.
sourcepub fn set_radial_accel(&self, value: f64)
pub fn set_radial_accel(&self, value: f64)
Radial acceleration applied to each particle. Makes particle accelerate away from origin.
sourcepub fn radial_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn radial_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s radial acceleration will vary along this CurveTexture
.
sourcepub fn set_radial_accel_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_radial_accel_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s radial acceleration will vary along this CurveTexture
.
sourcepub fn radial_accel_random(&self) -> f64
pub fn radial_accel_random(&self) -> f64
Radial acceleration randomness ratio.
sourcepub fn set_radial_accel_random(&self, value: f64)
pub fn set_radial_accel_random(&self, value: f64)
Radial acceleration randomness ratio.
sourcepub fn scale_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn scale_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s scale will vary along this CurveTexture
.
sourcepub fn set_scale_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_scale_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s scale will vary along this CurveTexture
.
sourcepub fn scale_random(&self) -> f64
pub fn scale_random(&self) -> f64
Scale randomness ratio.
sourcepub fn set_scale_random(&self, value: f64)
pub fn set_scale_random(&self, value: f64)
Scale randomness ratio.
sourcepub fn tangential_accel(&self) -> f64
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.
sourcepub fn set_tangential_accel(&self, value: f64)
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.
sourcepub fn tangential_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
pub fn tangential_accel_curve(&self) -> Option<Ref<CurveTexture, Shared>>
Each particle’s tangential acceleration will vary along this CurveTexture
.
sourcepub fn set_tangential_accel_curve(&self, value: impl AsArg<CurveTexture>)
pub fn set_tangential_accel_curve(&self, value: impl AsArg<CurveTexture>)
Each particle’s tangential acceleration will vary along this CurveTexture
.
sourcepub fn tangential_accel_random(&self) -> f64
pub fn tangential_accel_random(&self) -> f64
Tangential acceleration randomness ratio.
sourcepub fn set_tangential_accel_random(&self, value: f64)
pub fn set_tangential_accel_random(&self, value: f64)
Tangential acceleration randomness ratio.
Methods from Deref<Target = Material>§
pub const RENDER_PRIORITY_MIN: i64 = -128i64
pub const RENDER_PRIORITY_MAX: i64 = 127i64
sourcepub fn next_pass(&self) -> Option<Ref<Material, Shared>>
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 SpatialMaterial
s and ShaderMaterial
s with type “Spatial”.
sourcepub fn render_priority(&self) -> i64
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).
sourcepub fn set_next_pass(&self, next_pass: impl AsArg<Material>)
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 SpatialMaterial
s and ShaderMaterial
s with type “Spatial”.
sourcepub fn set_render_priority(&self, priority: i64)
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>§
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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 export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
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.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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
.
sourcepub fn name(&self) -> GodotString
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.
sourcepub fn path(&self) -> GodotString
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.
sourcepub fn is_local_to_scene(&self) -> bool
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.
sourcepub fn set_local_to_scene(&self, enable: bool)
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.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
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.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
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.
sourcepub fn setup_local_to_scene(&self)
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.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
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>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
Adds a user-defined signal
. Arguments are optional, but can be added as an Array
of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to call
, this method does not support a variable number of arguments but expects all parameters to be via a single Array
.
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array
of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal
. Use flags
to set deferred or one-shot connections. See ConnectFlags
constants.
A signal
can only be connected once to a method
. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED
. To avoid this, first, use is_connected
to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect
and parameters used when calling emit_signal
:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected
to ensure that the connection exists.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
Returns the Variant
value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array
of dictionaries with information about signals that are connected to the object.
Each Dictionary
contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
Gets the object’s property indexed by the given NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
Returns the object’s unique instance ID.
This ID can be saved in EncodedObjectAsID
, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
pub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
Default Arguments
default
-null
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
Returns the object’s property list as an Array
of dictionaries.
Each property’s Dictionary
contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][PropertyUsageFlags]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal
are taken into account.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_notification] is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Assigns a new value to the given property. If the property
does not exist or the given value’s type doesn’t match, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set
via call_deferred
, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant
value.
To remove a given entry from the object’s metadata, use remove_meta
. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init
][Self::_init] method will be called.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation
.
Trait Implementations§
source§impl Debug for ParticlesMaterial
impl Debug for ParticlesMaterial
source§impl Deref for ParticlesMaterial
impl Deref for ParticlesMaterial
source§impl DerefMut for ParticlesMaterial
impl DerefMut for ParticlesMaterial
source§impl GodotObject for ParticlesMaterial
impl GodotObject for ParticlesMaterial
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.