[][src]Struct gdnative::api::AnimationNodeOutput

pub struct AnimationNodeOutput { /* fields omitted */ }

core class AnimationNodeOutput 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

AnimationNodeOutput 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 AnimationNodeOutput[src]

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

Creates a new instance of this object.

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

Methods from Deref<Target = AnimationNode>

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.

Trait Implementations

impl Debug for AnimationNodeOutput[src]

impl Deref for AnimationNodeOutput[src]

type Target = AnimationNode

The resulting type after dereferencing.

impl DerefMut for AnimationNodeOutput[src]

impl GodotObject for AnimationNodeOutput[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 AnimationNodeOutput[src]

impl SubClass<AnimationNode> for AnimationNodeOutput[src]

impl SubClass<Object> for AnimationNodeOutput[src]

impl SubClass<Reference> for AnimationNodeOutput[src]

impl SubClass<Resource> for AnimationNodeOutput[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.