[−][src]Struct gdnative::api::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:
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 AnimationNodeBlendTree
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Constants
pub const CONNECTION_ERROR_CONNECTION_EXISTS: i64
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pub const CONNECTION_ERROR_NO_INPUT: i64
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pub const CONNECTION_ERROR_NO_INPUT_INDEX: i64
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pub const CONNECTION_ERROR_NO_OUTPUT: i64
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pub const CONNECTION_ERROR_SAME_NODE: i64
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pub const CONNECTION_OK: i64
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impl AnimationNodeBlendTree
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pub fn new() -> Ref<AnimationNodeBlendTree, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_node(
&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
position: Vector2D<f32, UnknownUnit>
)
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&self,
name: impl Into<GodotString>,
node: impl AsArg<AnimationNode>,
position: Vector2D<f32, UnknownUnit>
)
Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/code] is used to identify the created sub-node later.
Default Arguments
position
-Vector2( 0, 0 )
pub fn connect_node(
&self,
input_node: impl Into<GodotString>,
input_index: i64,
output_node: impl Into<GodotString>
)
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&self,
input_node: impl Into<GodotString>,
input_index: i64,
output_node: impl Into<GodotString>
)
Connects the output of an [AnimationNode] as input for another [AnimationNode], at the input port specified by [code]input_index[/code].
pub fn disconnect_node(
&self,
input_node: impl Into<GodotString>,
input_index: i64
)
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&self,
input_node: impl Into<GodotString>,
input_index: i64
)
Disconnects the node connected to the specified input.
pub fn graph_offset(&self) -> Vector2D<f32, UnknownUnit>
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The global offset of all sub-nodes.
pub fn get_node(
&self,
name: impl Into<GodotString>
) -> Option<Ref<AnimationNode, Shared>>
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&self,
name: impl Into<GodotString>
) -> Option<Ref<AnimationNode, Shared>>
Returns the sub-node with the specified [code]name[/code].
pub fn get_node_position(
&self,
name: impl Into<GodotString>
) -> Vector2D<f32, UnknownUnit>
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&self,
name: impl Into<GodotString>
) -> Vector2D<f32, UnknownUnit>
Returns the position of the sub-node with the specified [code]name[/code].
pub fn has_node(&self, name: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if a sub-node with specified [code]name[/code] exists.
pub fn remove_node(&self, name: impl Into<GodotString>)
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Removes a sub-node.
pub fn rename_node(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
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&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
Changes the name of a sub-node.
pub fn set_graph_offset(&self, offset: Vector2D<f32, UnknownUnit>)
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The global offset of all sub-nodes.
pub fn set_node_position(
&self,
name: impl Into<GodotString>,
position: Vector2D<f32, UnknownUnit>
)
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&self,
name: impl Into<GodotString>,
position: Vector2D<f32, UnknownUnit>
)
Modifies the position of a sub-node.
Methods from Deref<Target = AnimationRootNode>
Trait Implementations
impl Debug for AnimationNodeBlendTree
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impl Deref for AnimationNodeBlendTree
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type Target = AnimationRootNode
The resulting type after dereferencing.
fn deref(&self) -> &AnimationRootNode
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impl DerefMut for AnimationNodeBlendTree
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fn deref_mut(&mut self) -> &mut AnimationRootNode
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impl GodotObject for AnimationNodeBlendTree
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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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for AnimationNodeBlendTree
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fn construct() -> Ref<AnimationNodeBlendTree, Unique>
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impl SubClass<AnimationNode> for AnimationNodeBlendTree
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impl SubClass<AnimationRootNode> for AnimationNodeBlendTree
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impl SubClass<Object> for AnimationNodeBlendTree
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impl SubClass<Reference> for AnimationNodeBlendTree
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impl SubClass<Resource> for AnimationNodeBlendTree
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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,
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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> 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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,