Struct gdnative::Physics2DServer
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pub struct Physics2DServer { /* fields omitted */ }
Methods
impl Physics2DServer
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pub fn godot_singleton() -> GodotRef<Physics2DServer>
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pub fn line_shape_create(&self) -> Rid
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pub fn ray_shape_create(&self) -> Rid
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pub fn segment_shape_create(&self) -> Rid
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pub fn circle_shape_create(&self) -> Rid
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pub fn rectangle_shape_create(&self) -> Rid
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pub fn capsule_shape_create(&self) -> Rid
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pub fn convex_polygon_shape_create(&self) -> Rid
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pub fn concave_polygon_shape_create(&self) -> Rid
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pub fn shape_set_data(&self, shape: Rid, data: Variant)
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pub fn shape_get_data(&self, shape: Rid) -> Variant
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pub fn space_create(&self) -> Rid
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pub fn space_set_active(&self, space: Rid, active: bool)
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pub fn space_is_active(&self, space: Rid) -> bool
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pub fn space_set_param(&self, space: Rid, param: i64, value: f64)
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pub fn space_get_param(&self, space: Rid, param: i64) -> f64
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pub fn space_get_direct_state(
&self,
space: Rid
) -> Option<GodotRef<Physics2DDirectSpaceState>>
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&self,
space: Rid
) -> Option<GodotRef<Physics2DDirectSpaceState>>
pub fn area_create(&self) -> Rid
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pub fn area_set_space(&self, area: Rid, space: Rid)
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pub fn area_get_space(&self, area: Rid) -> Rid
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pub fn area_set_space_override_mode(&self, area: Rid, mode: i64)
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pub fn area_add_shape(&self, area: Rid, shape: Rid, transform: Transform2D)
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pub fn area_set_shape(&self, area: Rid, shape_idx: i64, shape: Rid)
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pub fn area_set_shape_transform(
&self,
area: Rid,
shape_idx: i64,
transform: Transform2D
)
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&self,
area: Rid,
shape_idx: i64,
transform: Transform2D
)
pub fn area_set_shape_disabled(&self, area: Rid, shape_idx: i64, disable: bool)
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pub fn area_get_shape_count(&self, area: Rid) -> i64
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pub fn area_get_shape(&self, area: Rid, shape_idx: i64) -> Rid
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pub fn area_get_shape_transform(&self, area: Rid, shape_idx: i64) -> Transform2D
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pub fn area_remove_shape(&self, area: Rid, shape_idx: i64)
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pub fn area_clear_shapes(&self, area: Rid)
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pub fn area_set_collision_layer(&self, area: Rid, layer: i64)
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pub fn area_set_collision_mask(&self, area: Rid, mask: i64)
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pub fn area_set_param(&self, area: Rid, param: i64, value: Variant)
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pub fn area_set_transform(&self, area: Rid, transform: Transform2D)
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pub fn area_get_param(&self, area: Rid, param: i64) -> Variant
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pub fn area_get_transform(&self, area: Rid) -> Transform2D
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pub fn area_attach_object_instance_id(&self, area: Rid, id: i64)
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pub fn area_get_object_instance_id(&self, area: Rid) -> i64
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pub fn area_set_monitor_callback(
&self,
area: Rid,
receiver: Option<GodotRef<Object>>,
method: GodotString
)
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&self,
area: Rid,
receiver: Option<GodotRef<Object>>,
method: GodotString
)
pub fn body_create(&self) -> Rid
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pub fn body_set_space(&self, body: Rid, space: Rid)
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pub fn body_get_space(&self, body: Rid) -> Rid
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pub fn body_set_mode(&self, body: Rid, mode: i64)
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pub fn body_add_shape(&self, body: Rid, shape: Rid, transform: Transform2D)
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pub fn body_set_shape(&self, body: Rid, shape_idx: i64, shape: Rid)
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pub fn body_set_shape_transform(
&self,
body: Rid,
shape_idx: i64,
transform: Transform2D
)
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&self,
body: Rid,
shape_idx: i64,
transform: Transform2D
)
pub fn body_set_shape_metadata(
&self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
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&self,
body: Rid,
shape_idx: i64,
metadata: Variant
)
pub fn body_get_shape_count(&self, body: Rid) -> i64
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pub fn body_get_shape(&self, body: Rid, shape_idx: i64) -> Rid
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pub fn body_get_shape_transform(&self, body: Rid, shape_idx: i64) -> Transform2D
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pub fn body_get_shape_metadata(&self, body: Rid, shape_idx: i64) -> Variant
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pub fn body_remove_shape(&self, body: Rid, shape_idx: i64)
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pub fn body_clear_shapes(&self, body: Rid)
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pub fn body_set_shape_disabled(&self, body: Rid, shape_idx: i64, disable: bool)
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pub fn body_set_shape_as_one_way_collision(
&self,
body: Rid,
shape_idx: i64,
enable: bool
)
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&self,
body: Rid,
shape_idx: i64,
enable: bool
)
pub fn body_attach_object_instance_id(&self, body: Rid, id: i64)
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pub fn body_get_object_instance_id(&self, body: Rid) -> i64
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pub fn body_set_continuous_collision_detection_mode(&self, body: Rid, mode: i64)
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pub fn body_set_collision_layer(&self, body: Rid, layer: i64)
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pub fn body_get_collision_layer(&self, body: Rid) -> i64
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pub fn body_set_collision_mask(&self, body: Rid, mask: i64)
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pub fn body_get_collision_mask(&self, body: Rid) -> i64
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pub fn body_set_param(&self, body: Rid, param: i64, value: f64)
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pub fn body_get_param(&self, body: Rid, param: i64) -> f64
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pub fn body_set_state(&self, body: Rid, state: i64, value: Variant)
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pub fn body_get_state(&self, body: Rid, state: i64) -> Variant
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pub fn body_apply_impulse(&self, body: Rid, position: Vector2, impulse: Vector2)
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pub fn body_add_force(&self, body: Rid, offset: Vector2, force: Vector2)
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pub fn body_set_axis_velocity(&self, body: Rid, axis_velocity: Vector2)
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pub fn body_add_collision_exception(&self, body: Rid, excepted_body: Rid)
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pub fn body_remove_collision_exception(&self, body: Rid, excepted_body: Rid)
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pub fn body_set_max_contacts_reported(&self, body: Rid, amount: i64)
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pub fn body_get_max_contacts_reported(&self, body: Rid) -> i64
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pub fn body_set_omit_force_integration(&self, body: Rid, enable: bool)
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pub fn body_is_omitting_force_integration(&self, body: Rid) -> bool
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pub fn body_set_force_integration_callback(
&self,
body: Rid,
receiver: Option<GodotRef<Object>>,
method: GodotString,
userdata: Variant
)
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&self,
body: Rid,
receiver: Option<GodotRef<Object>>,
method: GodotString,
userdata: Variant
)
pub fn body_test_motion(
&self,
body: Rid,
from: Transform2D,
motion: Vector2,
margin: f64,
result: Option<GodotRef<Physics2DTestMotionResult>>
) -> bool
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&self,
body: Rid,
from: Transform2D,
motion: Vector2,
margin: f64,
result: Option<GodotRef<Physics2DTestMotionResult>>
) -> bool
pub fn body_get_direct_state(
&self,
body: Rid
) -> Option<GodotRef<Physics2DDirectBodyState>>
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&self,
body: Rid
) -> Option<GodotRef<Physics2DDirectBodyState>>
pub fn joint_set_param(&self, joint: Rid, param: i64, value: f64)
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pub fn joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn pin_joint_create(&self, anchor: Vector2, body_a: Rid, body_b: Rid) -> Rid
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pub fn groove_joint_create(
&self,
groove1_a: Vector2,
groove2_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
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&self,
groove1_a: Vector2,
groove2_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn damped_spring_joint_create(
&self,
anchor_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
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&self,
anchor_a: Vector2,
anchor_b: Vector2,
body_a: Rid,
body_b: Rid
) -> Rid
pub fn damped_string_joint_set_param(&self, joint: Rid, param: i64, value: f64)
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pub fn damped_string_joint_get_param(&self, joint: Rid, param: i64) -> f64
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pub fn free_rid(&self, rid: Rid)
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pub fn set_active(&self, active: bool)
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pub fn get_process_info(&self, process_info: i64) -> i64
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Methods from Deref<Target = Object>
pub fn free(&self)
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pub fn _notification(&self, what: i64)
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pub fn _set(&self, property: GodotString, value: Variant) -> bool
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pub fn _get(&self, property: GodotString)
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pub fn _get_property_list(&self) -> VariantArray
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pub fn _init(&self)
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pub fn get_class(&self) -> GodotString
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pub fn is_class(&self, _type: GodotString) -> bool
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pub fn set(&self, property: GodotString, value: Variant)
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pub fn get(&self, property: GodotString) -> Variant
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pub fn set_indexed(&self, property: NodePath, value: Variant)
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pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_property_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
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pub fn notification(&self, what: i64, reversed: bool)
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pub fn get_instance_id(&self) -> i64
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pub fn set_script(&self, script: Option<GodotRef<Reference>>)
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pub fn get_script(&self) -> Option<GodotRef<Reference>>
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pub fn set_meta(&self, name: GodotString, value: Variant)
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pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn has_meta(&self, name: GodotString) -> bool
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pub fn get_meta_list(&self) -> StringArray
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pub fn add_user_signal(&self, signal: GodotString, arguments: VariantArray)
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pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn emit_signal(&self, signal: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call_deferred(&self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn callv(&self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn has_method(&self, method: GodotString) -> bool
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pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
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pub fn connect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
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&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
pub fn set_block_signals(&self, enable: bool)
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pub fn is_blocking_signals(&self) -> bool
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pub fn property_list_changed_notify(&self)
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pub fn set_message_translation(&self, enable: bool)
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pub fn can_translate_messages(&self) -> bool
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pub fn tr(&self, message: GodotString) -> GodotString
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pub fn is_queued_for_deletion(&self) -> bool
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Trait Implementations
impl GodotClass for Physics2DServer
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type ClassData = Physics2DServer
type Reference = Physics2DServer
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference