[−][src]Struct gdnative::VisualShaderNodeVec3Uniform
core class VisualShaderNodeVec3Uniform
inherits VisualShaderNodeUniform
(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
VisualShaderNodeVec3Uniform inherits methods from:
Methods
impl VisualShaderNodeVec3Uniform
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pub fn new() -> VisualShaderNodeVec3Uniform
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pub fn new_ref(&self) -> VisualShaderNodeVec3Uniform
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Creates a new reference to the same reference-counted object.
pub fn to_visual_shader_node_uniform(&self) -> VisualShaderNodeUniform
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Up-cast.
pub fn to_visual_shader_node(&self) -> VisualShaderNode
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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 = VisualShaderNodeUniform>
pub fn new_ref(&self) -> VisualShaderNodeUniform
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Creates a new reference to the same reference-counted object.
pub fn get_uniform_name(&self) -> GodotString
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pub fn set_uniform_name(&mut self, name: GodotString)
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pub fn to_visual_shader_node(&self) -> VisualShaderNode
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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.
Trait Implementations
impl Clone for VisualShaderNodeVec3Uniform
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fn clone(&self) -> VisualShaderNodeVec3Uniform
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeVec3Uniform
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impl Deref for VisualShaderNodeVec3Uniform
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type Target = VisualShaderNodeUniform
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeUniform
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impl DerefMut for VisualShaderNodeVec3Uniform
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fn deref_mut(&mut self) -> &mut VisualShaderNodeUniform
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impl Drop for VisualShaderNodeVec3Uniform
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impl FromVariant for VisualShaderNodeVec3Uniform
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fn from_variant(
variant: &Variant
) -> Result<VisualShaderNodeVec3Uniform, FromVariantError>
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variant: &Variant
) -> Result<VisualShaderNodeVec3Uniform, FromVariantError>
impl GodotObject for VisualShaderNodeVec3Uniform
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> VisualShaderNodeVec3Uniform
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unsafe fn from_return_position_sys(
obj: *mut c_void
) -> VisualShaderNodeVec3Uniform
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obj: *mut c_void
) -> VisualShaderNodeVec3Uniform
unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for VisualShaderNodeVec3Uniform
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impl ToVariant for VisualShaderNodeVec3Uniform
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVec3Uniform
impl !Send for VisualShaderNodeVec3Uniform
impl !Sync for VisualShaderNodeVec3Uniform
impl Unpin for VisualShaderNodeVec3Uniform
impl UnwindSafe for VisualShaderNodeVec3Uniform
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>,