[−][src]Struct gdnative::api::Navigation2D
core class Navigation2D
inherits Node2D
(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.
Navigation2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<Navigation2D>
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
Navigation2D 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 Navigation2D
[src]
pub fn new() -> Ref<Navigation2D, 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_closest_point(
&self,
to_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
to_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Returns the navigation point closest to the point given. Points are in local coordinate space.
pub fn get_closest_point_owner(
&self,
to_point: Vector2D<f32, UnknownUnit>
) -> Option<Ref<Object, Shared>>
[src]
&self,
to_point: Vector2D<f32, UnknownUnit>
) -> Option<Ref<Object, Shared>>
Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
pub fn get_simple_path(
&self,
start: Vector2D<f32, UnknownUnit>,
end: Vector2D<f32, UnknownUnit>,
optimize: bool
) -> TypedArray<Vector2D<f32, UnknownUnit>>
[src]
&self,
start: Vector2D<f32, UnknownUnit>,
end: Vector2D<f32, UnknownUnit>,
optimize: bool
) -> TypedArray<Vector2D<f32, UnknownUnit>>
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible.
Default Arguments
optimize
-true
pub fn navpoly_add(
&self,
mesh: impl AsArg<NavigationPolygon>,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
owner: impl AsArg<Object>
) -> i64
[src]
&self,
mesh: impl AsArg<NavigationPolygon>,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
owner: impl AsArg<Object>
) -> i64
Adds a [NavigationPolygon]. Returns an ID for use with [method navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner].
Default Arguments
owner
-null
pub fn navpoly_remove(&self, id: i64)
[src]
Removes the [NavigationPolygon] with the given ID.
pub fn navpoly_set_transform(
&self,
id: i64,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]
&self,
id: i64,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
Sets the transform applied to the [NavigationPolygon] with the given ID.
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2D<f32, UnknownUnit>)
[src]
Multiplies the current scale by the [code]ratio[/code] vector.
pub fn get_angle_to(&self, point: Vector2D<f32, UnknownUnit>) -> f64
[src]
Returns the angle between the node and the [code]point[/code] in radians.
pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>
[src]
Global position.
pub fn global_rotation(&self) -> f64
[src]
Global rotation in radians.
pub fn global_rotation_degrees(&self) -> f64
[src]
Global rotation in degrees.
pub fn global_scale(&self) -> Vector2D<f32, UnknownUnit>
[src]
Global scale.
pub fn position(&self) -> Vector2D<f32, UnknownUnit>
[src]
Position, relative to the node's parent.
pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
Returns the [Transform2D] relative to this node's parent.
pub fn rotation(&self) -> f64
[src]
Rotation in radians, relative to the node's parent.
pub fn rotation_degrees(&self) -> f64
[src]
Rotation in degrees, relative to the node's parent.
pub fn scale(&self) -> Vector2D<f32, UnknownUnit>
[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn z_index(&self) -> i64
[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn global_translate(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
Adds the [code]offset[/code] vector to the node's global position.
pub fn is_z_relative(&self) -> bool
[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn look_at(&self, point: Vector2D<f32, UnknownUnit>)
[src]
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
pub fn move_local_x(&self, delta: f64, scaled: bool)
[src]
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled
-false
pub fn move_local_y(&self, delta: f64, scaled: bool)
[src]
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled
-false
pub fn rotate(&self, radians: f64)
[src]
Applies a rotation to the node, in radians, starting from its current rotation.
pub fn set_global_position(&self, position: Vector2D<f32, UnknownUnit>)
[src]
Global position.
pub fn set_global_rotation(&self, radians: f64)
[src]
Global rotation in radians.
pub fn set_global_rotation_degrees(&self, degrees: f64)
[src]
Global rotation in degrees.
pub fn set_global_scale(&self, scale: Vector2D<f32, UnknownUnit>)
[src]
Global scale.
pub fn set_global_transform(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
Global [Transform2D].
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
[src]
Position, relative to the node's parent.
pub fn set_rotation(&self, radians: f64)
[src]
Rotation in radians, relative to the node's parent.
pub fn set_rotation_degrees(&self, degrees: f64)
[src]
Rotation in degrees, relative to the node's parent.
pub fn set_scale(&self, scale: Vector2D<f32, UnknownUnit>)
[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn set_transform(&self, xform: Transform2D<f32, UnknownUnit, UnknownUnit>)
[src]
Local [Transform2D].
pub fn set_z_as_relative(&self, enable: bool)
[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn set_z_index(&self, z_index: i64)
[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn to_global(
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
pub fn to_local(
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
pub fn translate(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
Translates the node by the given [code]offset[/code] in local coordinates.
Trait Implementations
impl Debug for Navigation2D
[src]
impl Deref for Navigation2D
[src]
impl DerefMut for Navigation2D
[src]
impl GodotObject for Navigation2D
[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
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Instanciable for Navigation2D
[src]
fn construct() -> Ref<Navigation2D, Unique>
[src]
impl QueueFree for Navigation2D
[src]
unsafe fn godot_queue_free(obj: *mut c_void)
[src]
impl SubClass<CanvasItem> for Navigation2D
[src]
impl SubClass<Node> for Navigation2D
[src]
impl SubClass<Node2D> for Navigation2D
[src]
impl SubClass<Object> for Navigation2D
[src]
Auto Trait Implementations
impl RefUnwindSafe for Navigation2D
impl !Send for Navigation2D
impl !Sync for Navigation2D
impl Unpin for Navigation2D
impl UnwindSafe for Navigation2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,