[][src]Struct gdnative::api::AnimationNode

pub struct AnimationNode { /* fields omitted */ }

core class AnimationNode inherits Resource (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

AnimationNode 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 AnimationNode[src]

Constants

impl AnimationNode[src]

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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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

Adds an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree].

pub fn blend_animation(
    &self,
    animation: impl Into<GodotString>,
    time: f64,
    delta: f64,
    seeked: bool,
    blend: f64
)
[src]

Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened.

pub fn blend_input(
    &self,
    input_index: i64,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).

Default Arguments

  • filter - 0
  • optimize - true

pub fn blend_node(
    &self,
    name: impl Into<GodotString>,
    node: impl AsArg<AnimationNode>,
    time: f64,
    seek: bool,
    blend: f64,
    filter: i64,
    optimize: bool
) -> f64
[src]

Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.

Default Arguments

  • filter - 0
  • optimize - true

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

Amount of inputs in this node, only useful for nodes that go into [AnimationNodeBlendTree].

pub fn get_input_name(&self, input: i64) -> GodotString[src]

Gets the name of an input by index.

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

Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.

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

If [code]true[/code], filtering is enabled.

pub fn is_path_filtered(&self, path: impl Into<NodePath>) -> bool[src]

Returns [code]true[/code] whether a given path is filtered.

pub fn remove_input(&self, index: i64)[src]

Removes an input, call this only when inactive.

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

If [code]true[/code], filtering is enabled.

pub fn set_filter_path(&self, path: impl Into<NodePath>, enable: bool)[src]

Adds or removes a path for the filter.

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

Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.

Methods from Deref<Target = Resource>

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>[src]

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
				[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

Default Arguments

  • subresources - false

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

If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].

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

The name of the resource. This is an optional identifier.

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

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn get_rid(&self) -> Rid[src]

Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

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

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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

The name of the resource. This is an optional identifier.

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

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn setup_local_to_scene(&self)[src]

This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
				For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.

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

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.

Trait Implementations

impl Debug for AnimationNode[src]

impl Deref for AnimationNode[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for AnimationNode[src]

impl GodotObject for AnimationNode[src]

type RefKind = RefCounted

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 AnimationNode[src]

impl SubClass<AnimationNode> for AnimationRootNode[src]

impl SubClass<AnimationNode> for AnimationNodeTimeSeek[src]

impl SubClass<AnimationNode> for AnimationNodeTransition[src]

impl SubClass<AnimationNode> for AnimationNodeStateMachine[src]

impl SubClass<AnimationNode> for AnimationNodeAdd2[src]

impl SubClass<AnimationNode> for AnimationNodeBlendSpace2D[src]

impl SubClass<AnimationNode> for AnimationNodeBlendTree[src]

impl SubClass<AnimationNode> for AnimationNodeTimeScale[src]

impl SubClass<AnimationNode> for AnimationNodeBlend3[src]

impl SubClass<AnimationNode> for AnimationNodeOneShot[src]

impl SubClass<AnimationNode> for AnimationNodeAdd3[src]

impl SubClass<AnimationNode> for AnimationNodeOutput[src]

impl SubClass<AnimationNode> for AnimationNodeBlend2[src]

impl SubClass<AnimationNode> for AnimationNodeBlendSpace1D[src]

impl SubClass<AnimationNode> for AnimationNodeAnimation[src]

impl SubClass<Object> for AnimationNode[src]

impl SubClass<Reference> for AnimationNode[src]

impl SubClass<Resource> for AnimationNode[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.