Struct gdnative::api::PhysicsBody
source · [−]pub struct PhysicsBody { /* private fields */ }Expand description
core class PhysicsBody inherits CollisionObject (manually managed).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Class hierarchy
PhysicsBody 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
sourceimpl PhysicsBody
impl PhysicsBody
sourcepub fn add_collision_exception_with(&self, body: impl AsArg<Node>)
pub fn add_collision_exception_with(&self, body: impl AsArg<Node>)
Adds a body to the list of bodies that this body can’t collide with.
sourcepub fn get_collision_exceptions(&self) -> VariantArray<Shared>
pub fn get_collision_exceptions(&self) -> VariantArray<Shared>
Returns an array of nodes that were added as collision exceptions for this body.
sourcepub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)
pub fn remove_collision_exception_with(&self, body: impl AsArg<Node>)
Removes a body from the list of bodies that this body can’t collide with.
Methods from Deref<Target = CollisionObject>
sourcepub fn create_shape_owner(&self, owner: impl AsArg<Object>) -> i64
pub fn create_shape_owner(&self, owner: impl AsArg<Object>) -> i64
Creates a new shape owner for the given object. Returns owner_id of the new owner for future reference.
sourcepub fn capture_input_on_drag(&self) -> bool
pub fn capture_input_on_drag(&self) -> bool
If true, the CollisionObject will continue to receive input events as the mouse is dragged across its shapes.
sourcepub fn collision_layer(&self) -> i64
pub fn collision_layer(&self) -> i64
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See Collision layers and masks in the documentation for more information.
sourcepub fn get_collision_layer_bit(&self, bit: i64) -> bool
pub fn get_collision_layer_bit(&self, bit: i64) -> bool
Returns whether or not the specified bit of the collision_layer is set.
sourcepub fn collision_mask(&self) -> i64
pub fn collision_mask(&self) -> i64
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See Collision layers and masks in the documentation for more information.
sourcepub fn get_collision_mask_bit(&self, bit: i64) -> bool
pub fn get_collision_mask_bit(&self, bit: i64) -> bool
Returns whether or not the specified bit of the collision_mask is set.
sourcepub fn get_shape_owners(&self) -> VariantArray<Shared>
pub fn get_shape_owners(&self) -> VariantArray<Shared>
Returns an Array of owner_id identifiers. You can use these ids in other methods that take owner_id as an argument.
sourcepub fn is_ray_pickable(&self) -> bool
pub fn is_ray_pickable(&self) -> bool
If true, the CollisionObject’s shapes will respond to RayCasts.
sourcepub fn is_shape_owner_disabled(&self, owner_id: i64) -> bool
pub fn is_shape_owner_disabled(&self, owner_id: i64) -> bool
If true, the shape owner and its shapes are disabled.
sourcepub fn remove_shape_owner(&self, owner_id: i64)
pub fn remove_shape_owner(&self, owner_id: i64)
Removes the given shape owner.
sourcepub fn set_capture_input_on_drag(&self, enable: bool)
pub fn set_capture_input_on_drag(&self, enable: bool)
If true, the CollisionObject will continue to receive input events as the mouse is dragged across its shapes.
sourcepub fn set_collision_layer(&self, layer: i64)
pub fn set_collision_layer(&self, layer: i64)
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See Collision layers and masks in the documentation for more information.
sourcepub fn set_collision_layer_bit(&self, bit: i64, value: bool)
pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
If value is true, sets the specified bit in the the collision_layer.
If value is false, clears the specified bit in the the collision_layer.
sourcepub fn set_collision_mask(&self, mask: i64)
pub fn set_collision_mask(&self, mask: i64)
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See Collision layers and masks in the documentation for more information.
sourcepub fn set_collision_mask_bit(&self, bit: i64, value: bool)
pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
If value is true, sets the specified bit in the the collision_mask.
If value is false, clears the specified bit in the the collision_mask.
sourcepub fn set_ray_pickable(&self, ray_pickable: bool)
pub fn set_ray_pickable(&self, ray_pickable: bool)
If true, the CollisionObject’s shapes will respond to RayCasts.
sourcepub fn shape_find_owner(&self, shape_index: i64) -> i64
pub fn shape_find_owner(&self, shape_index: i64) -> i64
Returns the owner_id of the given shape.
sourcepub fn shape_owner_add_shape(&self, owner_id: i64, shape: impl AsArg<Shape>)
pub fn shape_owner_add_shape(&self, owner_id: i64, shape: impl AsArg<Shape>)
Adds a Shape to the shape owner.
sourcepub fn shape_owner_clear_shapes(&self, owner_id: i64)
pub fn shape_owner_clear_shapes(&self, owner_id: i64)
Removes all shapes from the shape owner.
sourcepub fn shape_owner_get_owner(
&self,
owner_id: i64
) -> Option<Ref<Object, Shared>>
pub fn shape_owner_get_owner(
&self,
owner_id: i64
) -> Option<Ref<Object, Shared>>
Returns the parent object of the given shape owner.
sourcepub fn shape_owner_get_shape(
&self,
owner_id: i64,
shape_id: i64
) -> Option<Ref<Shape, Shared>>
pub fn shape_owner_get_shape(
&self,
owner_id: i64,
shape_id: i64
) -> Option<Ref<Shape, Shared>>
Returns the Shape with the given id from the given shape owner.
sourcepub fn shape_owner_get_shape_count(&self, owner_id: i64) -> i64
pub fn shape_owner_get_shape_count(&self, owner_id: i64) -> i64
Returns the number of shapes the given shape owner contains.
sourcepub fn shape_owner_get_shape_index(&self, owner_id: i64, shape_id: i64) -> i64
pub fn shape_owner_get_shape_index(&self, owner_id: i64, shape_id: i64) -> i64
Returns the child index of the Shape with the given id from the given shape owner.
sourcepub fn shape_owner_get_transform(&self, owner_id: i64) -> Transform
pub fn shape_owner_get_transform(&self, owner_id: i64) -> Transform
Returns the shape owner’s Transform.
sourcepub fn shape_owner_remove_shape(&self, owner_id: i64, shape_id: i64)
pub fn shape_owner_remove_shape(&self, owner_id: i64, shape_id: i64)
Removes a shape from the given shape owner.
sourcepub fn shape_owner_set_disabled(&self, owner_id: i64, disabled: bool)
pub fn shape_owner_set_disabled(&self, owner_id: i64, disabled: bool)
If true, disables the given shape owner.
sourcepub fn shape_owner_set_transform(&self, owner_id: i64, transform: Transform)
pub fn shape_owner_set_transform(&self, owner_id: i64, transform: Transform)
Sets the Transform of the given shape owner.
Methods from Deref<Target = Spatial>
pub const NOTIFICATION_ENTER_WORLD: i64
pub const NOTIFICATION_EXIT_WORLD: i64
pub const NOTIFICATION_VISIBILITY_CHANGED: i64
pub const NOTIFICATION_ENTER_GAMEPLAY: i64
pub const NOTIFICATION_EXIT_GAMEPLAY: i64
pub const NOTIFICATION_TRANSFORM_CHANGED: i64
sourcepub fn force_update_transform(&self)
pub fn force_update_transform(&self)
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
sourcepub fn gizmo(&self) -> Option<Ref<SpatialGizmo, Shared>>
pub fn gizmo(&self) -> Option<Ref<SpatialGizmo, Shared>>
The SpatialGizmo for this node. Used for example in EditorSpatialGizmo as custom visualization and editing handles in Editor.
sourcepub fn global_transform(&self) -> Transform
pub fn global_transform(&self) -> Transform
World space (global) Transform of this node.
sourcepub fn rotation(&self) -> Vector3
pub fn rotation(&self) -> Vector3
Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.
sourcepub fn rotation_degrees(&self) -> Vector3
pub fn rotation_degrees(&self) -> Vector3
Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
sourcepub fn transform(&self) -> Transform
pub fn transform(&self) -> Transform
Local space Transform of this node, with respect to the parent node.
sourcepub fn translation(&self) -> Vector3
pub fn translation(&self) -> Vector3
Local translation of this node.
sourcepub fn global_rotate(&self, axis: Vector3, angle: f64)
pub fn global_rotate(&self, axis: Vector3, angle: f64)
Rotates the global (world) transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in global coordinate system.
sourcepub fn global_scale(&self, scale: Vector3)
pub fn global_scale(&self, scale: Vector3)
Scales the global (world) transformation by the given Vector3 scale factors.
sourcepub fn global_translate(&self, offset: Vector3)
pub fn global_translate(&self, offset: Vector3)
Moves the global (world) transformation by Vector3 offset. The offset is in global coordinate system.
sourcepub fn is_local_transform_notification_enabled(&self) -> bool
pub fn is_local_transform_notification_enabled(&self) -> bool
Returns whether node notifies about its local transformation changes. Spatial will not propagate this by default.
sourcepub fn is_scale_disabled(&self) -> bool
pub fn is_scale_disabled(&self) -> bool
Returns whether this node uses a scale of (1, 1, 1) or its local transformation scale.
sourcepub fn is_set_as_toplevel(&self) -> bool
pub fn is_set_as_toplevel(&self) -> bool
Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations.
sourcepub fn is_transform_notification_enabled(&self) -> bool
pub fn is_transform_notification_enabled(&self) -> bool
Returns whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default.
sourcepub fn is_visible(&self) -> bool
pub fn is_visible(&self) -> bool
If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).
sourcepub fn is_visible_in_tree(&self) -> bool
pub fn is_visible_in_tree(&self) -> bool
Returns true if the node is present in the SceneTree, its [visible][Self::visible] property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
sourcepub fn look_at(&self, target: Vector3, up: Vector3)
pub fn look_at(&self, target: Vector3, up: Vector3)
Rotates itself so that the local -Z axis points towards the target position.
The transform will first be rotated around the given up vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the target and up vectors.
Operations take place in global space.
sourcepub fn look_at_from_position(
&self,
position: Vector3,
target: Vector3,
up: Vector3
)
pub fn look_at_from_position(
&self,
position: Vector3,
target: Vector3,
up: Vector3
)
Moves the node to the specified position, and then rotates itself to point toward the target as per look_at. Operations take place in global space.
sourcepub fn orthonormalize(&self)
pub fn orthonormalize(&self)
Resets this node’s transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node’s Transform.
sourcepub fn rotate(&self, axis: Vector3, angle: f64)
pub fn rotate(&self, axis: Vector3, angle: f64)
Rotates the local transformation around axis, a unit Vector3, by specified angle in radians.
sourcepub fn rotate_object_local(&self, axis: Vector3, angle: f64)
pub fn rotate_object_local(&self, axis: Vector3, angle: f64)
Rotates the local transformation around axis, a unit Vector3, by specified angle in radians. The rotation axis is in object-local coordinate system.
sourcepub fn rotate_x(&self, angle: f64)
pub fn rotate_x(&self, angle: f64)
Rotates the local transformation around the X axis by angle in radians.
sourcepub fn rotate_y(&self, angle: f64)
pub fn rotate_y(&self, angle: f64)
Rotates the local transformation around the Y axis by angle in radians.
sourcepub fn rotate_z(&self, angle: f64)
pub fn rotate_z(&self, angle: f64)
Rotates the local transformation around the Z axis by angle in radians.
sourcepub fn scale_object_local(&self, scale: Vector3)
pub fn scale_object_local(&self, scale: Vector3)
Scales the local transformation by given 3D scale factors in object-local coordinate system.
sourcepub fn set_as_toplevel(&self, enable: bool)
pub fn set_as_toplevel(&self, enable: bool)
Makes the node ignore its parents transformations. Node transformations are only in global space.
sourcepub fn set_disable_scale(&self, disable: bool)
pub fn set_disable_scale(&self, disable: bool)
Sets whether the node uses a scale of (1, 1, 1) or its local transformation scale. Changes to the local transformation scale are preserved.
sourcepub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)
pub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)
The SpatialGizmo for this node. Used for example in EditorSpatialGizmo as custom visualization and editing handles in Editor.
sourcepub fn set_global_transform(&self, global: Transform)
pub fn set_global_transform(&self, global: Transform)
World space (global) Transform of this node.
sourcepub fn set_identity(&self)
pub fn set_identity(&self)
Reset all transformations for this node (sets its Transform to the identity matrix).
sourcepub fn set_ignore_transform_notification(&self, enabled: bool)
pub fn set_ignore_transform_notification(&self, enabled: bool)
Sets whether the node ignores notification that its transformation (global or local) changed.
sourcepub fn set_notify_local_transform(&self, enable: bool)
pub fn set_notify_local_transform(&self, enable: bool)
Sets whether the node notifies about its local transformation changes. Spatial will not propagate this by default.
sourcepub fn set_notify_transform(&self, enable: bool)
pub fn set_notify_transform(&self, enable: bool)
Sets whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
sourcepub fn set_rotation(&self, euler: Vector3)
pub fn set_rotation(&self, euler: Vector3)
Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation “vector” is not meaningful.
sourcepub fn set_rotation_degrees(&self, euler_degrees: Vector3)
pub fn set_rotation_degrees(&self, euler_degrees: Vector3)
Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
sourcepub fn set_transform(&self, local: Transform)
pub fn set_transform(&self, local: Transform)
Local space Transform of this node, with respect to the parent node.
sourcepub fn set_translation(&self, translation: Vector3)
pub fn set_translation(&self, translation: Vector3)
Local translation of this node.
sourcepub fn set_visible(&self, visible: bool)
pub fn set_visible(&self, visible: bool)
If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).
sourcepub fn to_global(&self, local_point: Vector3) -> Vector3
pub fn to_global(&self, local_point: Vector3) -> Vector3
Transforms local_point from this node’s local space to world space.
sourcepub fn to_local(&self, global_point: Vector3) -> Vector3
pub fn to_local(&self, global_point: Vector3) -> Vector3
Transforms global_point from world space to this node’s local space.
sourcepub fn translate(&self, offset: Vector3)
pub fn translate(&self, offset: Vector3)
Changes the node’s position by the given offset Vector3.
Note that the translation offset is affected by the node’s scale, so if scaled by e.g. (10, 1, 1), a translation by an offset of (2, 0, 0) would actually add 20 (2 * 10) to the X coordinate.
sourcepub fn translate_object_local(&self, offset: Vector3)
pub fn translate_object_local(&self, offset: Vector3)
Changes the node’s position by the given offset Vector3 in local space.
sourcepub fn update_gizmo(&self)
pub fn update_gizmo(&self)
Updates the SpatialGizmo of this node.
Methods from Deref<Target = Node>
pub const PAUSE_MODE_INHERIT: i64
pub const DUPLICATE_SIGNALS: i64
pub const PAUSE_MODE_STOP: i64
pub const DUPLICATE_GROUPS: i64
pub const PAUSE_MODE_PROCESS: i64
pub const DUPLICATE_SCRIPTS: i64
pub const DUPLICATE_USE_INSTANCING: i64
pub const NOTIFICATION_ENTER_TREE: i64
pub const NOTIFICATION_EXIT_TREE: i64
pub const NOTIFICATION_MOVED_IN_PARENT: i64
pub const NOTIFICATION_READY: i64
pub const NOTIFICATION_PAUSED: i64
pub const NOTIFICATION_UNPAUSED: i64
pub const NOTIFICATION_PHYSICS_PROCESS: i64
pub const NOTIFICATION_PROCESS: i64
pub const NOTIFICATION_PARENTED: i64
pub const NOTIFICATION_UNPARENTED: i64
pub const NOTIFICATION_INSTANCED: i64
pub const NOTIFICATION_DRAG_BEGIN: i64
pub const NOTIFICATION_DRAG_END: i64
pub const NOTIFICATION_PATH_CHANGED: i64
pub const NOTIFICATION_INTERNAL_PROCESS: i64
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64
pub const NOTIFICATION_POST_ENTER_TREE: i64
pub const NOTIFICATION_WM_MOUSE_ENTER: i64
pub const NOTIFICATION_WM_MOUSE_EXIT: i64
pub const NOTIFICATION_WM_FOCUS_IN: i64
pub const NOTIFICATION_WM_FOCUS_OUT: i64
pub const NOTIFICATION_WM_QUIT_REQUEST: i64
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64
pub const NOTIFICATION_OS_MEMORY_WARNING: i64
pub const NOTIFICATION_TRANSLATION_CHANGED: i64
pub const NOTIFICATION_WM_ABOUT: i64
pub const NOTIFICATION_CRASH: i64
pub const NOTIFICATION_OS_IME_UPDATE: i64
pub const NOTIFICATION_APP_RESUMED: i64
pub const NOTIFICATION_APP_PAUSED: i64
sourcepub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
Sample code is GDScript unless otherwise noted.
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type.
Note: If the child node already has a parent, the function will fail. Use remove_child first to remove the node from its current parent. For example:
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.
Default Arguments
legible_unique_name-false
sourcepub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
pub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
Adds child_node as a child. The child is placed below the given node in the list of children.
If legible_unique_name is true, the child node will have a human-readable name based on the name of the node being instanced instead of its type.
Default Arguments
legible_unique_name-false
sourcepub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see is_inside_tree). See notes in the description, and the group methods in SceneTree.
The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored.
Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
Default Arguments
persistent-false
sourcepub fn can_process(&self) -> bool
pub fn can_process(&self) -> bool
Returns true if the node can process while the scene tree is paused (see pause_mode). Always returns true if the scene tree is not paused, and false if the node is not in the tree.
sourcepub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
Duplicates the node, returning a new node.
You can fine-tune the behavior using the flags (see DuplicateFlags).
Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [Object._init][Object::_init] method). In that case, the node will be duplicated without a script.
Default Arguments
flags-15
sourcepub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
pub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
Finds a descendant of this node whose name matches mask as in [String.match][GodotString::match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except ".").
Note: It does not match against the full path, just against individual node names.
If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner.
Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using get_node instead. To avoid using find_node too often, consider caching the node reference into a variable.
Default Arguments
recursive-trueowned-true
sourcepub fn find_parent(
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
pub fn find_parent(
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
Finds the first parent of the current node whose name matches mask as in [String.match][GodotString::match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except ".").
Note: It does not match against the full path, just against individual node names.
Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using get_node instead. To avoid using find_parent too often, consider caching the node reference into a variable.
sourcepub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
pub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
Returns a child node by its index (see get_child_count). This method is often used for iterating all children of a node.
To access a child node via its name, use get_node.
sourcepub fn get_child_count(&self) -> i64
pub fn get_child_count(&self) -> i64
Returns the number of child nodes.
sourcepub fn get_children(&self) -> VariantArray<Shared>
pub fn get_children(&self) -> VariantArray<Shared>
Returns an array of references to node’s children.
sourcepub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.
sourcepub fn filename(&self) -> GodotString
pub fn filename(&self) -> GodotString
sourcepub fn get_groups(&self) -> VariantArray<Shared>
pub fn get_groups(&self) -> VariantArray<Shared>
Returns an array listing the groups that the node is a member of. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
sourcepub fn get_index(&self) -> i64
pub fn get_index(&self) -> i64
Returns the node’s index, i.e. its position among the siblings of its parent.
sourcepub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The MultiplayerAPI instance associated with this node. Either the custom_multiplayer, or the default SceneTree one (if inside tree).
sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.
sourcepub fn get_network_master(&self) -> i64
pub fn get_network_master(&self) -> i64
Returns the peer ID of the network master for this node. See set_network_master.
sourcepub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
Sample code is GDScript unless otherwise noted.
Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance is returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to call is_inside_tree).
Example: Assume your current node is Character and the following tree:
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/GoblinPossible paths are:
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")sourcepub fn get_node_and_resource(
&self,
path: impl Into<NodePath>
) -> VariantArray<Shared>
pub fn get_node_and_resource(
&self,
path: impl Into<NodePath>
) -> VariantArray<Shared>
Sample code is GDScript unless otherwise noted.
Fetches a node and one of its resources as specified by the NodePath’s subname (e.g. Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched.
The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the Resource (or null if not found), and the third index is the remaining NodePath, if any.
For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a RectangleShape2D resource, one could have this kind of output:
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]sourcepub fn owner(&self) -> Option<Ref<Node, Shared>>
pub fn owner(&self) -> Option<Ref<Node, Shared>>
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
sourcepub fn get_parent(&self) -> Option<Ref<Node, Shared>>
pub fn get_parent(&self) -> Option<Ref<Node, Shared>>
Returns the parent node of the current node, or a null instance if the node lacks a parent.
sourcepub fn get_path(&self) -> NodePath
pub fn get_path(&self) -> NodePath
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see is_inside_tree).
sourcepub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.
sourcepub fn pause_mode(&self) -> PauseMode
pub fn pause_mode(&self) -> PauseMode
Pause mode. How the node will behave if the SceneTree is paused.
sourcepub fn get_physics_process_delta_time(&self) -> f64
pub fn get_physics_process_delta_time(&self) -> f64
Returns the time elapsed (in seconds) since the last physics-bound frame (see [_physics_process][Self::_physics_process]). This is always a constant value in physics processing unless the frames per second is changed via Engine.iterations_per_second.
sourcepub fn get_position_in_parent(&self) -> i64
pub fn get_position_in_parent(&self) -> i64
Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0.
sourcepub fn get_process_delta_time(&self) -> f64
pub fn get_process_delta_time(&self) -> f64
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
sourcepub fn process_priority(&self) -> i64
pub fn process_priority(&self) -> i64
The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
sourcepub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn get_scene_instance_load_placeholder(&self) -> bool
Returns true if this is an instance load placeholder. See InstancePlaceholder.
sourcepub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
Returns the SceneTree that contains this node.
sourcepub fn has_node(&self, path: impl Into<NodePath>) -> bool
pub fn has_node(&self, path: impl Into<NodePath>) -> bool
Returns true if the node that the NodePath points to exists.
sourcepub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
sourcepub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
Returns true if the given node is a direct or indirect child of the current node.
sourcepub fn is_displayed_folded(&self) -> bool
pub fn is_displayed_folded(&self) -> bool
Returns true if the node is folded (collapsed) in the Scene dock.
sourcepub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
Returns true if the given node occurs later in the scene hierarchy than the current node.
sourcepub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.
sourcepub fn is_inside_tree(&self) -> bool
pub fn is_inside_tree(&self) -> bool
Returns true if this node is currently inside a SceneTree.
sourcepub fn is_network_master(&self) -> bool
pub fn is_network_master(&self) -> bool
Returns true if the local system is the master of this node.
sourcepub fn is_physics_processing(&self) -> bool
pub fn is_physics_processing(&self) -> bool
Returns true if physics processing is enabled (see set_physics_process).
sourcepub fn is_physics_processing_internal(&self) -> bool
pub fn is_physics_processing_internal(&self) -> bool
Returns true if internal physics processing is enabled (see set_physics_process_internal).
sourcepub fn is_processing(&self) -> bool
pub fn is_processing(&self) -> bool
Returns true if processing is enabled (see set_process).
sourcepub fn is_processing_input(&self) -> bool
pub fn is_processing_input(&self) -> bool
Returns true if the node is processing input (see set_process_input).
sourcepub fn is_processing_internal(&self) -> bool
pub fn is_processing_internal(&self) -> bool
Returns true if internal processing is enabled (see set_process_internal).
sourcepub fn is_processing_unhandled_input(&self) -> bool
pub fn is_processing_unhandled_input(&self) -> bool
Returns true if the node is processing unhandled input (see set_process_unhandled_input).
sourcepub fn is_processing_unhandled_key_input(&self) -> bool
pub fn is_processing_unhandled_key_input(&self) -> bool
Returns true if the node is processing unhandled key input (see set_process_unhandled_key_input).
sourcepub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
sourcepub fn print_stray_nodes(&self)
pub fn print_stray_nodes(&self)
Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.
sourcepub fn print_tree(&self)
pub fn print_tree(&self)
Sample code is GDScript unless otherwise noted.
Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the get_node function.
Example output:
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2Dsourcepub fn print_tree_pretty(&self)
pub fn print_tree_pretty(&self)
Sample code is GDScript unless otherwise noted.
Similar to print_tree, this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.
Example output:
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2Dsourcepub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray<Shared>,
parent_first: bool
)
pub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray<Shared>,
parent_first: bool
)
Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true, the method will be called on the current node first, then on all its children. If parent_first is false, the children will be called first.
Default Arguments
args-[ ]parent_first-false
sourcepub fn propagate_notification(&self, what: i64)
pub fn propagate_notification(&self, what: i64)
Notifies the current node and all its children recursively by calling Object.notification on all of them.
sourcepub fn queue_free(&self)
pub fn queue_free(&self)
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [Object.free][Object::free]. Use Object.is_queued_for_deletion to check whether a node will be deleted at the end of the frame.
Important: If you have a variable pointing to a node, it will not be assigned to null once the node is freed. Instead, it will point to a previously freed instance and you should validate it with [method @GDScript.is_instance_valid] before attempting to call its methods or access its properties.
sourcepub fn raise(&self)
pub fn raise(&self)
Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise, a Control will be drawn on top of its siblings.
sourcepub fn remove_and_skip(&self)
pub fn remove_and_skip(&self)
Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
sourcepub fn remove_child(&self, node: impl AsArg<Node>)
pub fn remove_child(&self, node: impl AsArg<Node>)
sourcepub fn remove_from_group(&self, group: impl Into<GodotString>)
pub fn remove_from_group(&self, group: impl Into<GodotString>)
Removes a node from a group. See notes in the description, and the group methods in SceneTree.
sourcepub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
Default Arguments
keep_data-false
sourcepub fn request_ready(&self)
pub fn request_ready(&self)
Requests that _ready be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see [_ready][Self::_ready]). _ready is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready too (in which case, _ready will be called in the same order as it would normally).
sourcepub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a remote procedure call request for the given method to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpc_config. Methods are not exposed to RPCs by default. See also rset and rset_config for properties. Returns an empty Variant.
Note: You can only safely use RPCs on clients after you received the connected_to_server signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.
sourcepub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given method to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, methods are not exposed to networking (and RPCs). See also rset and rset_config for properties.
sourcepub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a rpc to a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer). Returns an empty Variant.
sourcepub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
sourcepub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a rpc to a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer). Returns an empty Variant.
sourcepub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see rset_config. See also rpc for RPCs for methods, most information applies to this method as well.
sourcepub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given property to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, properties are not exposed to networking (and RPCs). See also rpc and rpc_config for methods.
sourcepub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property’s value on a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer).
sourcepub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.
sourcepub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes property’s value on a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer).
sourcepub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.
sourcepub fn set_display_folded(&self, fold: bool)
pub fn set_display_folded(&self, fold: bool)
Sets the folded state of the node in the Scene dock.
sourcepub fn set_filename(&self, filename: impl Into<GodotString>)
pub fn set_filename(&self, filename: impl Into<GodotString>)
sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.
sourcepub fn set_network_master(&self, id: i64, recursive: bool)
pub fn set_network_master(&self, id: i64, recursive: bool)
Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.
Default Arguments
recursive-true
sourcepub fn set_owner(&self, owner: impl AsArg<Node>)
pub fn set_owner(&self, owner: impl AsArg<Node>)
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
sourcepub fn set_pause_mode(&self, mode: i64)
pub fn set_pause_mode(&self, mode: i64)
Pause mode. How the node will behave if the SceneTree is paused.
sourcepub fn set_physics_process(&self, enable: bool)
pub fn set_physics_process(&self, enable: bool)
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 FPS, see Engine.iterations_per_second to change) interval (and the [_physics_process][Self::_physics_process] callback will be called if exists). Enabled automatically if [_physics_process][Self::_physics_process] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.
sourcepub fn set_physics_process_internal(&self, enable: bool)
pub fn set_physics_process_internal(&self, enable: bool)
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [_physics_process][Self::_physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (set_physics_process). Only useful for advanced uses to manipulate built-in nodes’ behavior.
Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
sourcepub fn set_process(&self, enable: bool)
pub fn set_process(&self, enable: bool)
Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [_process][Self::_process] callback will be called if exists). Enabled automatically if [_process][Self::_process] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.
sourcepub fn set_process_input(&self, enable: bool)
pub fn set_process_input(&self, enable: bool)
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [_input][Self::_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.
sourcepub fn set_process_internal(&self, enable: bool)
pub fn set_process_internal(&self, enable: bool)
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [_process][Self::_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process). Only useful for advanced uses to manipulate built-in nodes’ behavior.
Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
sourcepub fn set_process_priority(&self, priority: i64)
pub fn set_process_priority(&self, priority: i64)
The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS, NOTIFICATION_PHYSICS_PROCESS and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
sourcepub fn set_process_unhandled_input(&self, enable: bool)
pub fn set_process_unhandled_input(&self, enable: bool)
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [_unhandled_input][Self::_unhandled_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.
sourcepub fn set_process_unhandled_key_input(&self, enable: bool)
pub fn set_process_unhandled_key_input(&self, enable: bool)
Enables unhandled key input processing. Enabled automatically if [_unhandled_key_input][Self::_unhandled_key_input] is overridden. Any calls to this before [_ready][Self::_ready] will be ignored.
sourcepub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
Sets whether this is an instance load placeholder. See InstancePlaceholder.
sourcepub fn update_configuration_warning(&self)
pub fn update_configuration_warning(&self)
Updates the warning displayed for this node in the Scene Dock.
Use [_get_configuration_warning][Self::_get_configuration_warning] to setup the warning message to display.
Methods from Deref<Target = Object>
pub const NOTIFICATION_POSTINITIALIZE: i64
pub const CONNECT_DEFERRED: i64
pub const NOTIFICATION_PREDELETE: i64
pub const CONNECT_PERSIST: i64
pub const CONNECT_ONESHOT: i64
pub const CONNECT_REFERENCE_COUNTED: i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
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<Shared>
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray<Shared>
) -> 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<Shared>,
flags: i64
) -> Result<(), GodotError>
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray<Shared>,
flags: i64
) -> Result<(), GodotError>
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 throw 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 signalAn 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 throw 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<Shared>
pub fn get_incoming_connections(&self) -> VariantArray<Shared>
Returns an Array of dictionaries with information about signals that are connected to the object.
Each Dictionary contains three String entries:
sourceis a reference to the signal emitter.signal_nameis the name of the connected signal.method_nameis 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".
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>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name.
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<Shared>
pub fn get_method_list(&self) -> VariantArray<Shared>
Returns the object’s methods and their signatures as an Array.
sourcepub fn get_property_list(&self) -> VariantArray<Shared>
pub fn get_property_list(&self) -> VariantArray<Shared>
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<Shared>
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray<Shared>
Returns an Array of connections for the given signal.
sourcepub fn get_signal_list(&self) -> VariantArray<Shared>
pub fn get_signal_list(&self) -> VariantArray<Shared>
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, 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
sourceimpl Debug for PhysicsBody
impl Debug for PhysicsBody
sourceimpl Deref for PhysicsBody
impl Deref for PhysicsBody
type Target = CollisionObject
type Target = CollisionObject
The resulting type after dereferencing.
sourcepub fn deref(&self) -> &CollisionObject
pub fn deref(&self) -> &CollisionObject
Dereferences the value.
sourceimpl DerefMut for PhysicsBody
impl DerefMut for PhysicsBody
sourcepub fn deref_mut(&mut self) -> &mut CollisionObject
pub fn deref_mut(&mut self) -> &mut CollisionObject
Mutably dereferences the value.
sourceimpl GodotObject for PhysicsBody
impl GodotObject for PhysicsBody
type Memory = ManuallyManaged
type Memory = ManuallyManaged
pub fn class_name() -> &'static str
sourcefn null() -> Null<Self>
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. Read more
sourcefn new() -> Ref<Self, Unique> where
Self: Instanciable,
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
Creates a new instance of Self using a zero-argument constructor, as a Unique
reference. Read more
sourcefn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
Performs a dynamic reference downcast to target type. Read more
sourcefn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
sourceunsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
sourceunsafe fn assume_unique(&self) -> Ref<Self, Unique>
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
Creates a persistent reference to the same Godot object with unique access. Read more
sourceimpl QueueFree for PhysicsBody
impl QueueFree for PhysicsBody
pub unsafe fn godot_queue_free(obj: *mut c_void)
impl SubClass<CollisionObject> for PhysicsBody
impl SubClass<Node> for PhysicsBody
impl SubClass<Object> for PhysicsBody
impl SubClass<PhysicsBody> for KinematicBody
impl SubClass<PhysicsBody> for RigidBody
impl SubClass<PhysicsBody> for StaticBody
impl SubClass<PhysicsBody> for VehicleBody
impl SubClass<PhysicsBody> for PhysicalBone
impl SubClass<Spatial> for PhysicsBody
Auto Trait Implementations
impl RefUnwindSafe for PhysicsBody
impl !Send for PhysicsBody
impl !Sync for PhysicsBody
impl Unpin for PhysicsBody
impl UnwindSafe for PhysicsBody
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<N, P> NodeResolveExt<P> for N where
N: SubClass<Node>,
P: Into<NodePath>,
impl<N, P> NodeResolveExt<P> for N where
N: SubClass<Node>,
P: Into<NodePath>,
sourcepub unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>> where
T: SubClass<Node>,
pub unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>> where
T: SubClass<Node>,
Convenience method to obtain a reference to a node at path relative to self,
and cast it to the desired type. Returns None if the node does not exist or is
not of the correct type. Read more
sourceunsafe fn get_node_as_instance<'a, T>(
&self,
path: P
) -> Option<TInstance<'a, T, Shared>> where
T: NativeClass,
<T as NativeClass>::Base: SubClass<Node>,
unsafe fn get_node_as_instance<'a, T>(
&self,
path: P
) -> Option<TInstance<'a, T, Shared>> where
T: NativeClass,
<T as NativeClass>::Base: SubClass<Node>,
Convenience method to obtain a reference to a node at path relative to self,
and cast it to an instance of the desired NativeClass type. Returns None if
the node does not exist or is not of the correct type. Read more