[−][src]Struct gdnative::AnimationNodeBlendTree
core class AnimationNodeBlendTree
inherits AnimationRootNode
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
AnimationNodeBlendTree inherits methods from:
Methods
impl AnimationNodeBlendTree
[src]
Constants
pub const CONNECTION_ERROR_SAME_NODE: i64
[src]
pub const CONNECTION_OK: i64
[src]
pub const CONNECTION_ERROR_NO_INPUT_INDEX: i64
[src]
pub const CONNECTION_ERROR_NO_INPUT: i64
[src]
pub const CONNECTION_ERROR_CONNECTION_EXISTS: i64
[src]
pub const CONNECTION_ERROR_NO_OUTPUT: i64
[src]
impl AnimationNodeBlendTree
[src]
pub fn new() -> AnimationNodeBlendTree
[src]
pub fn new_ref(&self) -> AnimationNodeBlendTree
[src]
Creates a new reference to the same reference-counted object.
pub fn _node_changed(&mut self, node: GodotString)
[src]
pub fn _tree_changed(&mut self)
[src]
pub fn add_node(
&mut self,
name: GodotString,
node: Option<AnimationNode>,
position: Vector2D<f32, UnknownUnit>
)
[src]
&mut self,
name: GodotString,
node: Option<AnimationNode>,
position: Vector2D<f32, UnknownUnit>
)
pub fn connect_node(
&mut self,
input_node: GodotString,
input_index: i64,
output_node: GodotString
)
[src]
&mut self,
input_node: GodotString,
input_index: i64,
output_node: GodotString
)
pub fn disconnect_node(&mut self, input_node: GodotString, input_index: i64)
[src]
pub fn get_graph_offset(&self) -> Vector2D<f32, UnknownUnit>
[src]
pub fn get_node(&self, name: GodotString) -> Option<AnimationNode>
[src]
pub fn get_node_position(&self, name: GodotString) -> Vector2D<f32, UnknownUnit>
[src]
pub fn has_node(&self, name: GodotString) -> bool
[src]
pub fn remove_node(&mut self, name: GodotString)
[src]
pub fn rename_node(&mut self, name: GodotString, new_name: GodotString)
[src]
pub fn set_graph_offset(&mut self, offset: Vector2D<f32, UnknownUnit>)
[src]
pub fn set_node_position(
&mut self,
name: GodotString,
position: Vector2D<f32, UnknownUnit>
)
[src]
&mut self,
name: GodotString,
position: Vector2D<f32, UnknownUnit>
)
pub fn to_animation_root_node(&self) -> AnimationRootNode
[src]
Up-cast.
pub fn to_animation_node(&self) -> AnimationNode
[src]
Up-cast.
pub fn to_resource(&self) -> Resource
[src]
Up-cast.
pub fn to_reference(&self) -> Reference
[src]
Up-cast.
pub fn to_object(&self) -> Object
[src]
Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
[src]
T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = AnimationRootNode>
pub fn new_ref(&self) -> AnimationRootNode
[src]
Creates a new reference to the same reference-counted object.
pub fn to_animation_node(&self) -> AnimationNode
[src]
Up-cast.
pub fn to_resource(&self) -> Resource
[src]
Up-cast.
pub fn to_reference(&self) -> Reference
[src]
Up-cast.
pub fn to_object(&self) -> Object
[src]
Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
[src]
T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for AnimationNodeBlendTree
[src]
fn clone(&self) -> AnimationNodeBlendTree
[src]
fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl Debug for AnimationNodeBlendTree
[src]
impl Deref for AnimationNodeBlendTree
[src]
type Target = AnimationRootNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationRootNode
[src]
impl DerefMut for AnimationNodeBlendTree
[src]
fn deref_mut(&mut self) -> &mut AnimationRootNode
[src]
impl Drop for AnimationNodeBlendTree
[src]
impl FromVariant for AnimationNodeBlendTree
[src]
fn from_variant(
variant: &Variant
) -> Result<AnimationNodeBlendTree, FromVariantError>
[src]
variant: &Variant
) -> Result<AnimationNodeBlendTree, FromVariantError>
impl GodotObject for AnimationNodeBlendTree
[src]
fn class_name() -> &'static str
[src]
unsafe fn from_sys(obj: *mut c_void) -> AnimationNodeBlendTree
[src]
unsafe fn from_return_position_sys(obj: *mut c_void) -> AnimationNodeBlendTree
[src]
unsafe fn to_sys(&self) -> *mut c_void
[src]
impl Instanciable for AnimationNodeBlendTree
[src]
fn construct() -> AnimationNodeBlendTree
[src]
impl ToVariant for AnimationNodeBlendTree
[src]
fn to_variant(&self) -> Variant
[src]
Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeBlendTree
impl !Send for AnimationNodeBlendTree
impl !Sync for AnimationNodeBlendTree
impl Unpin for AnimationNodeBlendTree
impl UnwindSafe for AnimationNodeBlendTree
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> Export for T where
T: GodotObject + ToVariant,
[src]
T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
[src]
fn clone_into(&self, target: &mut T)
[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,