[−][src]Struct gdnative::AnimationNodeAdd3
core class AnimationNodeAdd3
inherits AnimationNode
(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
AnimationNodeAdd3 inherits methods from:
Methods
impl AnimationNodeAdd3
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pub fn new() -> AnimationNodeAdd3
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pub fn new_ref(&self) -> AnimationNodeAdd3
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Creates a new reference to the same reference-counted object.
pub fn is_using_sync(&self) -> bool
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pub fn set_use_sync(&mut self, enable: bool)
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pub fn to_animation_node(&self) -> AnimationNode
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = AnimationNode>
pub const FILTER_PASS: i64
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pub const FILTER_STOP: i64
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pub const FILTER_BLEND: i64
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pub const FILTER_IGNORE: i64
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pub fn new_ref(&self) -> AnimationNode
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Creates a new reference to the same reference-counted object.
pub fn _get_filters(&self) -> VariantArray
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pub fn _set_filters(&mut self, filters: VariantArray)
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pub fn add_input(&mut self, name: GodotString)
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pub fn blend_animation(
&mut self,
animation: GodotString,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
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&mut self,
animation: GodotString,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
pub fn blend_input(
&mut self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&mut self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn blend_node(
&mut self,
name: GodotString,
node: Option<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&mut self,
name: GodotString,
node: Option<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn get_caption(&mut self) -> GodotString
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pub fn get_child_by_name(&mut self, name: GodotString) -> Option<Object>
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pub fn get_child_nodes(&mut self) -> Dictionary
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pub fn get_input_count(&self) -> i64
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pub fn get_input_name(&mut self, input: i64) -> GodotString
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pub fn get_parameter(&self, name: GodotString) -> Variant
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pub fn get_parameter_default_value(&mut self, name: GodotString) -> Variant
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pub fn get_parameter_list(&mut self) -> VariantArray
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pub fn has_filter(&mut self) -> GodotString
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pub fn is_filter_enabled(&self) -> bool
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pub fn is_path_filtered(&self, path: NodePath) -> bool
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pub fn process(&mut self, time: f64, seek: bool)
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pub fn remove_input(&mut self, index: i64)
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pub fn set_filter_enabled(&mut self, enable: bool)
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pub fn set_filter_path(&mut self, path: NodePath, enable: bool)
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pub fn set_parameter(&mut self, name: GodotString, value: Variant)
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for AnimationNodeAdd3
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fn clone(&self) -> AnimationNodeAdd3
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fn clone_from(&mut self, source: &Self)
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impl Debug for AnimationNodeAdd3
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impl Deref for AnimationNodeAdd3
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type Target = AnimationNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationNode
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impl DerefMut for AnimationNodeAdd3
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fn deref_mut(&mut self) -> &mut AnimationNode
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impl Drop for AnimationNodeAdd3
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impl FromVariant for AnimationNodeAdd3
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fn from_variant(
variant: &Variant
) -> Result<AnimationNodeAdd3, FromVariantError>
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variant: &Variant
) -> Result<AnimationNodeAdd3, FromVariantError>
impl GodotObject for AnimationNodeAdd3
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> AnimationNodeAdd3
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unsafe fn from_return_position_sys(obj: *mut c_void) -> AnimationNodeAdd3
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for AnimationNodeAdd3
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fn construct() -> AnimationNodeAdd3
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impl ToVariant for AnimationNodeAdd3
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for AnimationNodeAdd3
impl !Send for AnimationNodeAdd3
impl !Sync for AnimationNodeAdd3
impl Unpin for AnimationNodeAdd3
impl UnwindSafe for AnimationNodeAdd3
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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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
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,