[−][src]Struct gdnative::api::VisualShaderNode
core class VisualShaderNode
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
VisualShaderNode 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 VisualShaderNode
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Constants
pub const PORT_TYPE_BOOLEAN: i64
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pub const PORT_TYPE_MAX: i64
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pub const PORT_TYPE_SAMPLER: i64
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pub const PORT_TYPE_SCALAR: i64
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pub const PORT_TYPE_TRANSFORM: i64
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pub const PORT_TYPE_VECTOR: i64
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impl VisualShaderNode
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pub fn default_input_values(&self) -> VariantArray<Shared>
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Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
pub fn get_input_port_default_value(&self, port: i64) -> Variant
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Returns the default value of the input [code]port[/code].
pub fn output_port_for_preview(&self) -> i64
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
pub fn set_default_input_values(&self, values: VariantArray<Shared>)
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Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
pub fn set_input_port_default_value(
&self,
port: i64,
value: impl OwnedToVariant
)
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&self,
port: i64,
value: impl OwnedToVariant
)
Sets the default value for the selected input [code]port[/code].
pub fn set_output_port_for_preview(&self, port: i64)
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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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>>
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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
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The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
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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
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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
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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)
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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>)
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The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
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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)
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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>)
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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 VisualShaderNode
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impl Deref for VisualShaderNode
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impl DerefMut for VisualShaderNode
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impl GodotObject for VisualShaderNode
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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 SubClass<Object> for VisualShaderNode
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impl SubClass<Reference> for VisualShaderNode
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impl SubClass<Resource> for VisualShaderNode
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impl SubClass<VisualShaderNode> for VisualShaderNodeExpression
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impl SubClass<VisualShaderNode> for VisualShaderNodeCompare
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impl SubClass<VisualShaderNode> for VisualShaderNodeOuterProduct
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarDerivativeFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorScalarSmoothStep
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarSmoothStep
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impl SubClass<VisualShaderNode> for VisualShaderNodeCubeMap
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorScalarMix
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impl SubClass<VisualShaderNode> for VisualShaderNodeFaceForward
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impl SubClass<VisualShaderNode> for VisualShaderNodeTexture
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorLen
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeVec3Uniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeDeterminant
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarConstant
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarInterp
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impl SubClass<VisualShaderNode> for VisualShaderNodeTextureUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeFresnel
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impl SubClass<VisualShaderNode> for VisualShaderNodeIs
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorInterp
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorSmoothStep
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarClamp
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorRefract
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorClamp
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impl SubClass<VisualShaderNode> for VisualShaderNodeColorFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformDecompose
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorOp
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impl SubClass<VisualShaderNode> for VisualShaderNodeSwitch
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impl SubClass<VisualShaderNode> for VisualShaderNodeGlobalExpression
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impl SubClass<VisualShaderNode> for VisualShaderNodeBooleanUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeInput
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impl SubClass<VisualShaderNode> for VisualShaderNodeColorOp
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorFunc
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformCompose
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformVecMult
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformMult
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impl SubClass<VisualShaderNode> for VisualShaderNodeVec3Constant
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impl SubClass<VisualShaderNode> for VisualShaderNodeDotProduct
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impl SubClass<VisualShaderNode> for VisualShaderNodeCubeMapUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorScalarStep
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impl SubClass<VisualShaderNode> for VisualShaderNodeIf
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impl SubClass<VisualShaderNode> for VisualShaderNodeUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeGroupBase
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeTransformConstant
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impl SubClass<VisualShaderNode> for VisualShaderNodeColorUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarOp
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impl SubClass<VisualShaderNode> for VisualShaderNodeColorConstant
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impl SubClass<VisualShaderNode> for VisualShaderNodeBooleanConstant
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorCompose
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impl SubClass<VisualShaderNode> for VisualShaderNodeTextureUniformTriplanar
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impl SubClass<VisualShaderNode> for VisualShaderNodeCustom
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorDistance
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorDecompose
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impl SubClass<VisualShaderNode> for VisualShaderNodeScalarSwitch
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impl SubClass<VisualShaderNode> for VisualShaderNodeOutput
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impl SubClass<VisualShaderNode> for VisualShaderNodeVectorDerivativeFunc
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNode
impl !Send for VisualShaderNode
impl !Sync for VisualShaderNode
impl Unpin for VisualShaderNode
impl UnwindSafe for VisualShaderNode
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>,