[−][src]Struct gdnative::api::VisualShaderNodeVec3Constant
core class VisualShaderNodeVec3Constant
inherits VisualShaderNode
(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
VisualShaderNodeVec3Constant 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 VisualShaderNodeVec3Constant
[src]
pub fn new() -> Ref<VisualShaderNodeVec3Constant, 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 constant(&self) -> Vector3D<f32, UnknownUnit>
[src]
A [Vector3] constant which represents the state of this node.
pub fn set_constant(&self, value: Vector3D<f32, UnknownUnit>)
[src]
A [Vector3] constant which represents the state of this node.
Methods from Deref<Target = VisualShaderNode>
pub const PORT_TYPE_BOOLEAN: i64
[src]
pub const PORT_TYPE_MAX: i64
[src]
pub const PORT_TYPE_SAMPLER: i64
[src]
pub const PORT_TYPE_SCALAR: i64
[src]
pub const PORT_TYPE_TRANSFORM: i64
[src]
pub const PORT_TYPE_VECTOR: i64
[src]
pub fn default_input_values(&self) -> VariantArray<Shared>
[src]
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
[src]
Returns the default value of the input [code]port[/code].
pub fn output_port_for_preview(&self) -> i64
[src]
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>)
[src]
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
)
[src]
&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)
[src]
Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
Trait Implementations
impl Debug for VisualShaderNodeVec3Constant
[src]
impl Deref for VisualShaderNodeVec3Constant
[src]
type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
[src]
impl DerefMut for VisualShaderNodeVec3Constant
[src]
fn deref_mut(&mut self) -> &mut VisualShaderNode
[src]
impl GodotObject for VisualShaderNodeVec3Constant
[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
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 VisualShaderNodeVec3Constant
[src]
fn construct() -> Ref<VisualShaderNodeVec3Constant, Unique>
[src]
impl SubClass<Object> for VisualShaderNodeVec3Constant
[src]
impl SubClass<Reference> for VisualShaderNodeVec3Constant
[src]
impl SubClass<Resource> for VisualShaderNodeVec3Constant
[src]
impl SubClass<VisualShaderNode> for VisualShaderNodeVec3Constant
[src]
Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVec3Constant
impl !Send for VisualShaderNodeVec3Constant
impl !Sync for VisualShaderNodeVec3Constant
impl Unpin for VisualShaderNodeVec3Constant
impl UnwindSafe for VisualShaderNodeVec3Constant
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>,