[][src]Struct gdnative::api::ARVRPositionalTracker

pub struct ARVRPositionalTracker { /* fields omitted */ }

core class ARVRPositionalTracker inherits Object (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

ARVRPositionalTracker is a reference-only type. Persistent references can only exist in the unsafe Ref<ARVRPositionalTracker> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

ARVRPositionalTracker 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 Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl ARVRPositionalTracker[src]

Constants

impl ARVRPositionalTracker[src]

pub fn new() -> Ref<ARVRPositionalTracker, Unique>[src]

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

pub fn get_hand(&self) -> TrackerHand[src]

Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.

pub fn get_joy_id(&self) -> i64[src]

If this is a controller that is being tracked, the controller will also be represented by a joystick entry with this ID.

pub fn get_mesh(&self) -> Option<Ref<Mesh, Shared>>[src]

Returns the mesh related to a controller or anchor point if one is available.

pub fn get_name(&self) -> GodotString[src]

Returns the controller or anchor point's name if available.

pub fn get_orientation(&self) -> Basis[src]

Returns the controller's orientation matrix.

pub fn get_position(&self) -> Vector3D<f32, UnknownUnit>[src]

Returns the world-space controller position.

pub fn rumble(&self) -> f64[src]

The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].

pub fn get_tracker_id(&self) -> i64[src]

Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the [ARVRController] and [ARVRAnchor] nodes.

pub fn get_tracks_orientation(&self) -> bool[src]

Returns [code]true[/code] if this device tracks orientation.

pub fn get_tracks_position(&self) -> bool[src]

Returns [code]true[/code] if this device tracks position.

pub fn get_transform(&self, adjust_by_reference_frame: bool) -> Transform[src]

Returns the transform combining this device's orientation and position.

pub fn get_type(&self) -> TrackerType[src]

Returns the tracker's type.

pub fn set_rumble(&self, rumble: f64)[src]

The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray<Shared>
)
[src]

Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] 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:
				[codeblock]
				call("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] 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).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call_deferred("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] 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).

pub fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray<Shared>
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
				[codeblock]
				callv("set", [ "position", Vector2(42.0, 0.0) ])
				[/codeblock]

pub fn can_translate_messages(&self) -> bool[src]

Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray<Shared>,
    flags: i64
) -> Result<(), GodotError>
[src]

Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
				A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
				If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
				Examples:
				[codeblock]
				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 signal
				[/codeblock]
				An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
				[codeblock]
				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])
				[/codeblock]

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
				If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Emits the given [code]signal[/code]. 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:
				[codeblock]
				emit_signal("hit", weapon_type, damage)
				emit_signal("game_over")
				[/codeblock]

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
				[b]Note:[/b] 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).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a [String].

pub fn get_incoming_connections(&self) -> VariantArray<Shared>[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object.
				Each [Dictionary] contains three String entries:
				- [code]source[/code] is a reference to the signal emitter.
				- [code]signal_name[/code] is the name of the connected signal.
				- [code]method_name[/code] is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

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 ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].

pub fn get_instance_id(&self) -> i64[src]

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].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given [code]name[/code].

pub fn get_meta_list(&self) -> TypedArray<GodotString>[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray<Shared>[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray<Shared>[src]

Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's [Script] instance, or [code]null[/code] if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray<Shared>
[src]

Returns an [Array] of connections for the given [code]signal[/code].

pub fn get_signal_list(&self) -> VariantArray<Shared>[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object contains the given [code]method[/code].

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given [code]signal[/code] exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns [code]true[/code] if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object inherits from the given [code]class[/code].

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
				If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

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.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
				[b]Note:[/b] 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).

pub fn set_block_signals(&self, enable: bool)[src]

If set to [code]true[/code], signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
				[b]Note:[/b] 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).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

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 ([code]:[/code]) to access nested properties. Example:
				[codeblock]
				set_indexed("position", Vector2(42, 0))
				set_indexed("position:y", -10)
				print(position) # (42, -10)
				[/codeblock]

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

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 [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

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 [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
				Override the method [method _to_string] to customize the [String] representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

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 [code]message[/code] unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for ARVRPositionalTracker[src]

impl Deref for ARVRPositionalTracker[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for ARVRPositionalTracker[src]

impl GodotObject for ARVRPositionalTracker[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for ARVRPositionalTracker[src]

impl SubClass<Object> for ARVRPositionalTracker[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.