Struct gdnative_physics::common::SceneTree[][src]

pub struct SceneTree { /* fields omitted */ }

core class SceneTree inherits MainLoop (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

SceneTree is an unsafe pointer, and all of its methods are unsafe.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using SceneTree::free.

Feature flag

This type is behind the gdnative crate's common feature flag.

Class hierarchy

SceneTree inherits methods from:

Methods

impl SceneTree
[src]

Constructor.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed. Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using SceneTree::free.

Manually deallocate the object.

Inherited from MainLoop.

Inherited from MainLoop.

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Up-cast.

Up-cast.

Generic dynamic cast.

Trait Implementations

impl GodotObject for SceneTree
[src]

impl Free for SceneTree
[src]

impl Clone for SceneTree
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl ToVariant for SceneTree
[src]

impl Debug for SceneTree
[src]

Formats the value using the given formatter. Read more

impl Copy for SceneTree
[src]

Auto Trait Implementations

impl !Send for SceneTree

impl !Sync for SceneTree