[−][src]Struct gdnative::api::VisualShaderNodeVec3Uniform
core class VisualShaderNodeVec3Uniform
inherits VisualShaderNodeUniform
(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
VisualShaderNodeVec3Uniform 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 VisualShaderNodeVec3Uniform
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pub fn new() -> Ref<VisualShaderNodeVec3Uniform, 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
.
Methods from Deref<Target = VisualShaderNodeUniform>
pub fn uniform_name(&self) -> GodotString
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Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
pub fn set_uniform_name(&self, name: impl Into<GodotString>)
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Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
Trait Implementations
impl Debug for VisualShaderNodeVec3Uniform
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impl Deref for VisualShaderNodeVec3Uniform
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type Target = VisualShaderNodeUniform
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeUniform
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impl DerefMut for VisualShaderNodeVec3Uniform
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fn deref_mut(&mut self) -> &mut VisualShaderNodeUniform
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impl GodotObject for VisualShaderNodeVec3Uniform
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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 VisualShaderNodeVec3Uniform
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fn construct() -> Ref<VisualShaderNodeVec3Uniform, Unique>
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impl SubClass<Object> for VisualShaderNodeVec3Uniform
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impl SubClass<Reference> for VisualShaderNodeVec3Uniform
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impl SubClass<Resource> for VisualShaderNodeVec3Uniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeVec3Uniform
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impl SubClass<VisualShaderNodeUniform> for VisualShaderNodeVec3Uniform
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVec3Uniform
impl !Send for VisualShaderNodeVec3Uniform
impl !Sync for VisualShaderNodeVec3Uniform
impl Unpin for VisualShaderNodeVec3Uniform
impl UnwindSafe for VisualShaderNodeVec3Uniform
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>,