pub struct CollisionShape2D { /* private fields */ }
Expand description
core class CollisionShape2D
inherits Node2D
(manually managed).
§Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
§Memory management
Non-reference-counted objects, such as the ones of this type, are usually owned by the engine.
CollisionShape2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<CollisionShape2D>
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
CollisionShape2D 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 Ownership
in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations§
Source§impl CollisionShape2D
impl CollisionShape2D
Sourcepub fn new() -> Ref<CollisionShape2D, Unique>
pub fn new() -> Ref<CollisionShape2D, Unique>
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
.
Sourcepub fn one_way_collision_margin(&self) -> f64
pub fn one_way_collision_margin(&self) -> f64
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
Sourcepub fn is_disabled(&self) -> bool
pub fn is_disabled(&self) -> bool
A disabled collision shape has no effect in the world. This property should be changed with Object.set_deferred
.
Sourcepub fn is_one_way_collision_enabled(&self) -> bool
pub fn is_one_way_collision_enabled(&self) -> bool
Sets whether this collision shape should only detect collision on one side (top or bottom).
Note: This property has no effect if this CollisionShape2D
is a child of an Area2D
node.
Sourcepub fn set_disabled(&self, disabled: bool)
pub fn set_disabled(&self, disabled: bool)
A disabled collision shape has no effect in the world. This property should be changed with Object.set_deferred
.
Sourcepub fn set_one_way_collision(&self, enabled: bool)
pub fn set_one_way_collision(&self, enabled: bool)
Sets whether this collision shape should only detect collision on one side (top or bottom).
Note: This property has no effect if this CollisionShape2D
is a child of an Area2D
node.
Sourcepub fn set_one_way_collision_margin(&self, margin: f64)
pub fn set_one_way_collision_margin(&self, margin: f64)
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
Methods from Deref<Target = Node2D>§
Sourcepub fn apply_scale(&self, ratio: Vector2)
pub fn apply_scale(&self, ratio: Vector2)
Multiplies the current scale by the ratio
vector.
Sourcepub fn get_angle_to(&self, point: Vector2) -> f64
pub fn get_angle_to(&self, point: Vector2) -> f64
Returns the angle between the node and the point
in radians.
Illustration of the returned angle.
Sourcepub fn global_position(&self) -> Vector2
pub fn global_position(&self) -> Vector2
Global position.
Sourcepub fn global_rotation(&self) -> f64
pub fn global_rotation(&self) -> f64
Global rotation in radians.
Sourcepub fn global_rotation_degrees(&self) -> f64
pub fn global_rotation_degrees(&self) -> f64
Global rotation in degrees.
Sourcepub fn global_scale(&self) -> Vector2
pub fn global_scale(&self) -> Vector2
Global scale.
Sourcepub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>,
) -> Transform2D
pub fn get_relative_transform_to_parent( &self, parent: impl AsArg<Node>, ) -> Transform2D
Returns the Transform2D
relative to this node’s parent.
Sourcepub fn rotation_degrees(&self) -> f64
pub fn rotation_degrees(&self) -> f64
Rotation in degrees, relative to the node’s parent.
Sourcepub fn scale(&self) -> Vector2
pub fn scale(&self) -> Vector2
The node’s scale. Unscaled value: (1, 1)
.
Note: Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
Sourcepub fn z_index(&self) -> i64
pub fn z_index(&self) -> i64
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between VisualServer.CANVAS_ITEM_Z_MIN
and VisualServer.CANVAS_ITEM_Z_MAX
(inclusive).
Sourcepub fn global_translate(&self, offset: Vector2)
pub fn global_translate(&self, offset: Vector2)
Adds the offset
vector to the node’s global position.
Sourcepub fn is_z_relative(&self) -> bool
pub fn is_z_relative(&self) -> bool
If true
, 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.
Sourcepub fn look_at(&self, point: Vector2)
pub fn look_at(&self, point: Vector2)
Rotates the node so it points towards the point
, which is expected to use global coordinates.
Sourcepub fn move_local_x(&self, delta: f64, scaled: bool)
pub fn move_local_x(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s X axis based on the [Node._process
][Node::_process]’s delta
. If scaled
is false
, normalizes the movement.
§Default Arguments
scaled
-false
Sourcepub fn move_local_y(&self, delta: f64, scaled: bool)
pub fn move_local_y(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s Y axis based on the [Node._process
][Node::_process]’s delta
. If scaled
is false
, normalizes the movement.
§Default Arguments
scaled
-false
Sourcepub fn rotate(&self, radians: f64)
pub fn rotate(&self, radians: f64)
Applies a rotation to the node, in radians, starting from its current rotation.
Sourcepub fn set_global_position(&self, position: Vector2)
pub fn set_global_position(&self, position: Vector2)
Global position.
Sourcepub fn set_global_rotation(&self, radians: f64)
pub fn set_global_rotation(&self, radians: f64)
Global rotation in radians.
Sourcepub fn set_global_rotation_degrees(&self, degrees: f64)
pub fn set_global_rotation_degrees(&self, degrees: f64)
Global rotation in degrees.
Sourcepub fn set_global_scale(&self, scale: Vector2)
pub fn set_global_scale(&self, scale: Vector2)
Global scale.
Sourcepub fn set_global_transform(&self, xform: Transform2D)
pub fn set_global_transform(&self, xform: Transform2D)
Global Transform2D
.
Sourcepub fn set_position(&self, position: Vector2)
pub fn set_position(&self, position: Vector2)
Position, relative to the node’s parent.
Sourcepub fn set_rotation(&self, radians: f64)
pub fn set_rotation(&self, radians: f64)
Rotation in radians, relative to the node’s parent.
Sourcepub fn set_rotation_degrees(&self, degrees: f64)
pub fn set_rotation_degrees(&self, degrees: f64)
Rotation in degrees, relative to the node’s parent.
Sourcepub fn set_scale(&self, scale: Vector2)
pub fn set_scale(&self, scale: Vector2)
The node’s scale. Unscaled value: (1, 1)
.
Note: Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
Sourcepub fn set_transform(&self, xform: Transform2D)
pub fn set_transform(&self, xform: Transform2D)
Local Transform2D
.
Sourcepub fn set_z_as_relative(&self, enable: bool)
pub fn set_z_as_relative(&self, enable: bool)
If true
, 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.
Sourcepub fn set_z_index(&self, z_index: i64)
pub fn set_z_index(&self, z_index: i64)
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between VisualServer.CANVAS_ITEM_Z_MIN
and VisualServer.CANVAS_ITEM_Z_MAX
(inclusive).
Sourcepub fn to_global(&self, local_point: Vector2) -> Vector2
pub fn to_global(&self, local_point: Vector2) -> Vector2
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.
Sourcepub fn to_local(&self, global_point: Vector2) -> Vector2
pub fn to_local(&self, global_point: Vector2) -> Vector2
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.
Methods from Deref<Target = CanvasItem>§
pub const BLEND_MODE_MIX: i64 = 0i64
pub const BLEND_MODE_ADD: i64 = 1i64
pub const BLEND_MODE_SUB: i64 = 2i64
pub const BLEND_MODE_MUL: i64 = 3i64
pub const BLEND_MODE_PREMULT_ALPHA: i64 = 4i64
pub const BLEND_MODE_DISABLED: i64 = 5i64
pub const NOTIFICATION_DRAW: i64 = 30i64
pub const NOTIFICATION_VISIBILITY_CHANGED: i64 = 31i64
pub const NOTIFICATION_ENTER_CANVAS: i64 = 32i64
pub const NOTIFICATION_EXIT_CANVAS: i64 = 33i64
pub const NOTIFICATION_LOCAL_TRANSFORM_CHANGED: i64 = 35i64
pub const NOTIFICATION_TRANSFORM_CHANGED: i64 = 2_000i64
Sourcepub fn draw_arc(
&self,
center: Vector2,
radius: f64,
start_angle: f64,
end_angle: f64,
point_count: i64,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_arc( &self, center: Vector2, radius: f64, start_angle: f64, end_angle: f64, point_count: i64, color: Color, width: f64, antialiased: bool, )
Draws a unfilled arc between the given angles. The larger the value of point_count
, the smoother the curve. See also draw_circle
.
Note: Line drawing is not accelerated by batching if antialiased
is true
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_char(
&self,
font: impl AsArg<Font>,
position: Vector2,
char: impl Into<GodotString>,
next: impl Into<GodotString>,
modulate: Color,
) -> f64
pub fn draw_char( &self, font: impl AsArg<Font>, position: Vector2, char: impl Into<GodotString>, next: impl Into<GodotString>, modulate: Color, ) -> f64
Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
Sourcepub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
pub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
Draws a colored, filled circle. See also draw_arc
, draw_polyline
and draw_polygon
.
Note: Built-in antialiasing is not provided for draw_circle
. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
Sourcepub fn draw_colored_polygon(
&self,
points: PoolArray<Vector2>,
color: Color,
uvs: PoolArray<Vector2>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
antialiased: bool,
)
pub fn draw_colored_polygon( &self, points: PoolArray<Vector2>, color: Color, uvs: PoolArray<Vector2>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, antialiased: bool, )
Draws a colored polygon of any amount of points, convex or concave. Unlike draw_polygon
, a single color must be specified for the whole polygon.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
§Default Arguments
uvs
-PoolVector2Array( )
texture
-null
normal_map
-null
antialiased
-false
Sourcepub fn draw_line(
&self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_line( &self, from: Vector2, to: Vector2, color: Color, width: f64, antialiased: bool, )
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also draw_multiline
and draw_polyline
.
Note: Line drawing is not accelerated by batching if antialiased
is true
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_mesh(
&self,
mesh: impl AsArg<Mesh>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
transform: Transform2D,
modulate: Color,
)
pub fn draw_mesh( &self, mesh: impl AsArg<Mesh>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, transform: Transform2D, modulate: Color, )
Draws a Mesh
in 2D, using the provided texture. See MeshInstance2D
for related documentation.
§Default Arguments
normal_map
-null
transform
-Transform2D( 1, 0, 0, 1, 0, 0 )
modulate
-Color( 1, 1, 1, 1 )
Sourcepub fn draw_multiline(
&self,
points: PoolArray<Vector2>,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_multiline( &self, points: PoolArray<Vector2>, color: Color, width: f64, antialiased: bool, )
Draws multiple disconnected lines with a uniform color
. When drawing large amounts of lines, this is faster than using individual draw_line
calls. To draw interconnected lines, use draw_polyline
instead.
Note: width
and antialiased
are currently not implemented and have no effect. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_multiline_colors(
&self,
points: PoolArray<Vector2>,
colors: PoolArray<Color>,
width: f64,
antialiased: bool,
)
pub fn draw_multiline_colors( &self, points: PoolArray<Vector2>, colors: PoolArray<Color>, width: f64, antialiased: bool, )
Draws multiple disconnected lines with a uniform width
and segment-by-segment coloring. Colors assigned to line segments match by index between points
and colors
. When drawing large amounts of lines, this is faster than using individual draw_line
calls. To draw interconnected lines, use draw_polyline_colors
instead.
Note: width
and antialiased
are currently not implemented and have no effect. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_multimesh(
&self,
multimesh: impl AsArg<MultiMesh>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
)
pub fn draw_multimesh( &self, multimesh: impl AsArg<MultiMesh>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, )
Draws a MultiMesh
in 2D with the provided texture. See MultiMeshInstance2D
for related documentation.
§Default Arguments
normal_map
-null
Sourcepub fn draw_polygon(
&self,
points: PoolArray<Vector2>,
colors: PoolArray<Color>,
uvs: PoolArray<Vector2>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
antialiased: bool,
)
pub fn draw_polygon( &self, points: PoolArray<Vector2>, colors: PoolArray<Color>, uvs: PoolArray<Vector2>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, antialiased: bool, )
Draws a solid polygon of any amount of points, convex or concave. Unlike draw_colored_polygon
, each point’s color can be changed individually. See also draw_polyline
and draw_polyline_colors
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
§Default Arguments
uvs
-PoolVector2Array( )
texture
-null
normal_map
-null
antialiased
-false
Sourcepub fn draw_polyline(
&self,
points: PoolArray<Vector2>,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_polyline( &self, points: PoolArray<Vector2>, color: Color, width: f64, antialiased: bool, )
Draws interconnected line segments with a uniform color
and width
and optional antialiasing. When drawing large amounts of lines, this is faster than using individual draw_line
calls. To draw disconnected lines, use draw_multiline
instead. See also draw_polygon
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_polyline_colors(
&self,
points: PoolArray<Vector2>,
colors: PoolArray<Color>,
width: f64,
antialiased: bool,
)
pub fn draw_polyline_colors( &self, points: PoolArray<Vector2>, colors: PoolArray<Color>, width: f64, antialiased: bool, )
Draws interconnected line segments with a uniform width
and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points
and colors
. When drawing large amounts of lines, this is faster than using individual draw_line
calls. To draw disconnected lines, use draw_multiline_colors
instead. See also draw_polygon
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_primitive(
&self,
points: PoolArray<Vector2>,
colors: PoolArray<Color>,
uvs: PoolArray<Vector2>,
texture: impl AsArg<Texture>,
width: f64,
normal_map: impl AsArg<Texture>,
)
pub fn draw_primitive( &self, points: PoolArray<Vector2>, colors: PoolArray<Color>, uvs: PoolArray<Vector2>, texture: impl AsArg<Texture>, width: f64, normal_map: impl AsArg<Texture>, )
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also draw_line
, draw_polyline
, draw_polygon
, and draw_rect
.
§Default Arguments
texture
-null
width
-1.0
normal_map
-null
Sourcepub fn draw_rect(
&self,
rect: Rect2,
color: Color,
filled: bool,
width: f64,
antialiased: bool,
)
pub fn draw_rect( &self, rect: Rect2, color: Color, filled: bool, width: f64, antialiased: bool, )
Draws a rectangle. If filled
is true
, the rectangle will be filled with the color
specified. If filled
is false
, the rectangle will be drawn as a stroke with the color
and width
specified. If antialiased
is true
, the lines will attempt to perform antialiasing using OpenGL line smoothing.
Note: width
and antialiased
are only effective if filled
is false
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
§Default Arguments
filled
-true
width
-1.0
antialiased
-false
Sourcepub fn draw_set_transform(
&self,
position: Vector2,
rotation: f64,
scale: Vector2,
)
pub fn draw_set_transform( &self, position: Vector2, rotation: f64, scale: Vector2, )
Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
Sourcepub fn draw_set_transform_matrix(&self, xform: Transform2D)
pub fn draw_set_transform_matrix(&self, xform: Transform2D)
Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
Sourcepub fn draw_string(
&self,
font: impl AsArg<Font>,
position: Vector2,
text: impl Into<GodotString>,
modulate: Color,
clip_w: i64,
)
pub fn draw_string( &self, font: impl AsArg<Font>, position: Vector2, text: impl Into<GodotString>, modulate: Color, clip_w: i64, )
Sample code is GDScript unless otherwise noted.
Draws text
using the specified font
at the position
(bottom-left corner using the baseline of the font). The text will have its color multiplied by modulate
. If clip_w
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
Example using the default project font:
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")
See also Font.draw
.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
clip_w
--1
Sourcepub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
pub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
Draws a styled rectangle.
Sourcepub fn draw_texture(
&self,
texture: impl AsArg<Texture>,
position: Vector2,
modulate: Color,
normal_map: impl AsArg<Texture>,
)
pub fn draw_texture( &self, texture: impl AsArg<Texture>, position: Vector2, modulate: Color, normal_map: impl AsArg<Texture>, )
Draws a texture at a given position.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
normal_map
-null
Sourcepub fn draw_texture_rect(
&self,
texture: impl AsArg<Texture>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
)
pub fn draw_texture_rect( &self, texture: impl AsArg<Texture>, rect: Rect2, tile: bool, modulate: Color, transpose: bool, normal_map: impl AsArg<Texture>, )
Draws a textured rectangle at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
transpose
-false
normal_map
-null
Sourcepub fn draw_texture_rect_region(
&self,
texture: impl AsArg<Texture>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
clip_uv: bool,
)
pub fn draw_texture_rect_region( &self, texture: impl AsArg<Texture>, rect: Rect2, src_rect: Rect2, modulate: Color, transpose: bool, normal_map: impl AsArg<Texture>, clip_uv: bool, )
Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
transpose
-false
normal_map
-null
clip_uv
-true
Sourcepub fn force_update_transform(&self)
pub fn force_update_transform(&self)
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
Sourcepub fn get_canvas(&self) -> Rid
pub fn get_canvas(&self) -> Rid
Sourcepub fn get_canvas_item(&self) -> Rid
pub fn get_canvas_item(&self) -> Rid
Returns the canvas item RID used by VisualServer
for this item.
Sourcepub fn get_canvas_transform(&self) -> Transform2D
pub fn get_canvas_transform(&self) -> Transform2D
Returns the transform matrix of this item’s canvas.
Sourcepub fn get_global_mouse_position(&self) -> Vector2
pub fn get_global_mouse_position(&self) -> Vector2
Returns the mouse’s position in the CanvasLayer
that this CanvasItem
is in using the coordinate system of the CanvasLayer
.
Sourcepub fn get_global_transform(&self) -> Transform2D
pub fn get_global_transform(&self) -> Transform2D
Returns the global transform matrix of this item.
Sourcepub fn get_global_transform_with_canvas(&self) -> Transform2D
pub fn get_global_transform_with_canvas(&self) -> Transform2D
Returns the global transform matrix of this item in relation to the canvas.
Sourcepub fn light_mask(&self) -> i64
pub fn light_mask(&self) -> i64
The rendering layers in which this CanvasItem
responds to Light2D
nodes.
Sourcepub fn get_local_mouse_position(&self) -> Vector2
pub fn get_local_mouse_position(&self) -> Vector2
Returns the mouse’s position in this CanvasItem
using the local coordinate system of this CanvasItem
.
Sourcepub fn material(&self) -> Option<Ref<Material>>
pub fn material(&self) -> Option<Ref<Material>>
The material applied to textures on this CanvasItem
.
Sourcepub fn modulate(&self) -> Color
pub fn modulate(&self) -> Color
The color applied to textures on this CanvasItem
.
Sourcepub fn self_modulate(&self) -> Color
pub fn self_modulate(&self) -> Color
The color applied to textures on this CanvasItem
. This is not inherited by children CanvasItem
s.
Sourcepub fn get_transform(&self) -> Transform2D
pub fn get_transform(&self) -> Transform2D
Returns the transform matrix of this item.
Sourcepub fn use_parent_material(&self) -> bool
pub fn use_parent_material(&self) -> bool
If true
, the parent CanvasItem
’s material
property is used as this one’s material.
Sourcepub fn get_viewport_rect(&self) -> Rect2
pub fn get_viewport_rect(&self) -> Rect2
Returns the viewport’s boundaries as a Rect2
.
Sourcepub fn get_viewport_transform(&self) -> Transform2D
pub fn get_viewport_transform(&self) -> Transform2D
Returns this item’s transform in relation to the viewport.
Sourcepub fn hide(&self)
pub fn hide(&self)
Hide the CanvasItem
if it’s currently visible. This is equivalent to setting [visible
][Self::visible] to false
.
Sourcepub fn is_draw_behind_parent_enabled(&self) -> bool
pub fn is_draw_behind_parent_enabled(&self) -> bool
If true
, the object draws behind its parent.
Sourcepub fn is_local_transform_notification_enabled(&self) -> bool
pub fn is_local_transform_notification_enabled(&self) -> bool
Returns true
if local transform notifications are communicated to children.
Sourcepub fn is_set_as_toplevel(&self) -> bool
pub fn is_set_as_toplevel(&self) -> bool
Returns true
if the node is set as top-level. See set_as_toplevel
.
Sourcepub fn is_transform_notification_enabled(&self) -> bool
pub fn is_transform_notification_enabled(&self) -> bool
Returns true
if global transform notifications are communicated to children.
Sourcepub fn is_visible(&self) -> bool
pub fn is_visible(&self) -> bool
If true
, this CanvasItem
is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree
must return true
).
Note: For controls that inherit Popup
, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn is_visible_in_tree(&self) -> bool
pub fn is_visible_in_tree(&self) -> bool
Returns true
if the node is present in the SceneTree
, its [visible
][Self::visible] property is true
and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [_draw
][Self::_draw]).
Sourcepub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
Assigns screen_point
as this node’s new local transform.
Sourcepub fn make_input_local(
&self,
event: impl AsArg<InputEvent>,
) -> Option<Ref<InputEvent>>
pub fn make_input_local( &self, event: impl AsArg<InputEvent>, ) -> Option<Ref<InputEvent>>
Transformations issued by event
’s inputs are applied in local space instead of global space.
Sourcepub fn set_as_toplevel(&self, enable: bool)
pub fn set_as_toplevel(&self, enable: bool)
If enable
is true
, this CanvasItem
will not inherit its transform from parent CanvasItem
s. Its draw order will also be changed to make it draw on top of other CanvasItem
s that are not set as top-level. The CanvasItem
will effectively act as if it was placed as a child of a bare Node
. See also is_set_as_toplevel
.
Sourcepub fn set_draw_behind_parent(&self, enable: bool)
pub fn set_draw_behind_parent(&self, enable: bool)
If true
, the object draws behind its parent.
Sourcepub fn set_light_mask(&self, light_mask: i64)
pub fn set_light_mask(&self, light_mask: i64)
The rendering layers in which this CanvasItem
responds to Light2D
nodes.
Sourcepub fn set_material(&self, material: impl AsArg<Material>)
pub fn set_material(&self, material: impl AsArg<Material>)
The material applied to textures on this CanvasItem
.
Sourcepub fn set_modulate(&self, modulate: Color)
pub fn set_modulate(&self, modulate: Color)
The color applied to textures on this CanvasItem
.
Sourcepub fn set_notify_local_transform(&self, enable: bool)
pub fn set_notify_local_transform(&self, enable: bool)
If enable
is true
, this node will receive NOTIFICATION_LOCAL_TRANSFORM_CHANGED
when its local transform changes.
Sourcepub fn set_notify_transform(&self, enable: bool)
pub fn set_notify_transform(&self, enable: bool)
If enable
is true
, this node will receive NOTIFICATION_TRANSFORM_CHANGED
when its global transform changes.
Sourcepub fn set_self_modulate(&self, self_modulate: Color)
pub fn set_self_modulate(&self, self_modulate: Color)
The color applied to textures on this CanvasItem
. This is not inherited by children CanvasItem
s.
Sourcepub fn set_use_parent_material(&self, enable: bool)
pub fn set_use_parent_material(&self, enable: bool)
If true
, the parent CanvasItem
’s material
property is used as this one’s material.
Sourcepub fn set_visible(&self, visible: bool)
pub fn set_visible(&self, visible: bool)
If true
, this CanvasItem
is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree
must return true
).
Note: For controls that inherit Popup
, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn show(&self)
pub fn show(&self)
Show the CanvasItem
if it’s currently hidden. This is equivalent to setting [visible
][Self::visible] to true
. For controls that inherit Popup
, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn update(&self)
pub fn update(&self)
Queues the CanvasItem
to redraw. During idle time, if CanvasItem
is visible, NOTIFICATION_DRAW
is sent and [_draw
][Self::_draw] is called. This only occurs once per frame, even if this method has been called multiple times.
Methods from Deref<Target = Node>§
pub const PAUSE_MODE_INHERIT: i64 = 0i64
pub const PHYSICS_INTERPOLATION_MODE_INHERIT: i64 = 0i64
pub const DUPLICATE_SIGNALS: i64 = 1i64
pub const PAUSE_MODE_STOP: i64 = 1i64
pub const PHYSICS_INTERPOLATION_MODE_OFF: i64 = 1i64
pub const DUPLICATE_GROUPS: i64 = 2i64
pub const PAUSE_MODE_PROCESS: i64 = 2i64
pub const PHYSICS_INTERPOLATION_MODE_ON: i64 = 2i64
pub const DUPLICATE_SCRIPTS: i64 = 4i64
pub const DUPLICATE_USE_INSTANCING: i64 = 8i64
pub const NOTIFICATION_ENTER_TREE: i64 = 10i64
pub const NOTIFICATION_EXIT_TREE: i64 = 11i64
pub const NOTIFICATION_MOVED_IN_PARENT: i64 = 12i64
pub const NOTIFICATION_READY: i64 = 13i64
pub const NOTIFICATION_PAUSED: i64 = 14i64
pub const NOTIFICATION_UNPAUSED: i64 = 15i64
pub const NOTIFICATION_PHYSICS_PROCESS: i64 = 16i64
pub const NOTIFICATION_PROCESS: i64 = 17i64
pub const NOTIFICATION_PARENTED: i64 = 18i64
pub const NOTIFICATION_UNPARENTED: i64 = 19i64
pub const NOTIFICATION_INSTANCED: i64 = 20i64
pub const NOTIFICATION_DRAG_BEGIN: i64 = 21i64
pub const NOTIFICATION_DRAG_END: i64 = 22i64
pub const NOTIFICATION_PATH_CHANGED: i64 = 23i64
pub const NOTIFICATION_INTERNAL_PROCESS: i64 = 25i64
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64 = 26i64
pub const NOTIFICATION_POST_ENTER_TREE: i64 = 27i64
pub const NOTIFICATION_RESET_PHYSICS_INTERPOLATION: i64 = 28i64
pub const NOTIFICATION_WM_MOUSE_ENTER: i64 = 1_002i64
pub const NOTIFICATION_WM_MOUSE_EXIT: i64 = 1_003i64
pub const NOTIFICATION_WM_FOCUS_IN: i64 = 1_004i64
pub const NOTIFICATION_WM_FOCUS_OUT: i64 = 1_005i64
pub const NOTIFICATION_WM_QUIT_REQUEST: i64 = 1_006i64
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64 = 1_007i64
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64 = 1_008i64
pub const NOTIFICATION_OS_MEMORY_WARNING: i64 = 1_009i64
pub const NOTIFICATION_TRANSLATION_CHANGED: i64 = 1_010i64
pub const NOTIFICATION_WM_ABOUT: i64 = 1_011i64
pub const NOTIFICATION_CRASH: i64 = 1_012i64
pub const NOTIFICATION_OS_IME_UPDATE: i64 = 1_013i64
pub const NOTIFICATION_APP_RESUMED: i64 = 1_014i64
pub const NOTIFICATION_APP_PAUSED: i64 = 1_015i64
Sourcepub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
Sample code is GDScript unless otherwise noted.
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If legible_unique_name
is true
, the child node will have a human-readable name based on the name of the node being instanced instead of its type.
Note: If the child node already has a parent, the function will fail. Use remove_child
first to remove the node from its current parent. For example:
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
Note: If you want a child to be persisted to a PackedScene
, you must set owner
in addition to calling add_child
. This is typically relevant for tool scripts and editor plugins. If add_child
is called without setting owner
, the newly added Node
will not be visible in the scene tree, though it will be visible in the 2D/3D view.
§Default Arguments
legible_unique_name
-false
Sourcepub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool,
)
pub fn add_child_below_node( &self, node: impl AsArg<Node>, child_node: impl AsArg<Node>, legible_unique_name: bool, )
Adds child_node
as a child. The child is placed below the given node
in the list of children.
If legible_unique_name
is true
, the child node will have a human-readable name based on the name of the node being instanced instead of its type.
§Default Arguments
legible_unique_name
-false
Sourcepub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see is_inside_tree
). See notes in the description, and the group methods in SceneTree
.
The persistent
option is used when packing node to PackedScene
and saving to file. Non-persistent groups aren’t stored.
Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
§Default Arguments
persistent
-false
Sourcepub fn can_process(&self) -> bool
pub fn can_process(&self) -> bool
Returns true
if the node can process while the scene tree is paused (see pause_mode
). Always returns true
if the scene tree is not paused, and false
if the node is not in the tree.
Sourcepub fn create_tween(&self) -> Option<Ref<SceneTreeTween>>
pub fn create_tween(&self) -> Option<Ref<SceneTreeTween>>
Sample code is GDScript unless otherwise noted.
Creates a new SceneTreeTween
and binds it to this node. This is equivalent of doing:
get_tree().create_tween().bind_node(self)
Sourcepub fn duplicate(&self, flags: i64) -> Option<Ref<Node>>
pub fn duplicate(&self, flags: i64) -> Option<Ref<Node>>
Duplicates the node, returning a new node.
You can fine-tune the behavior using the flags
(see DuplicateFlags
).
Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [Object._init
][Object::_init] method). In that case, the node will be duplicated without a script.
§Default Arguments
flags
-15
Sourcepub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool,
) -> Option<Ref<Node>>
pub fn find_node( &self, mask: impl Into<GodotString>, recursive: bool, owned: bool, ) -> Option<Ref<Node>>
Finds a descendant of this node whose name matches mask
as in [String.match
][GodotString::match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
). Returns null
if no matching Node
is found.
Note: It does not match against the full path, just against individual node names.
If owned
is true
, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner.
Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using get_node
instead. To avoid using find_node
too often, consider caching the node reference into a variable.
§Default Arguments
recursive
-true
owned
-true
Sourcepub fn find_parent(&self, mask: impl Into<GodotString>) -> Option<Ref<Node>>
pub fn find_parent(&self, mask: impl Into<GodotString>) -> Option<Ref<Node>>
Finds the first parent of the current node whose name matches mask
as in [String.match
][GodotString::match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
).
Note: It does not match against the full path, just against individual node names.
Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using get_node
instead. To avoid using find_parent
too often, consider caching the node reference into a variable.
Sourcepub fn get_child(&self, idx: i64) -> Option<Ref<Node>>
pub fn get_child(&self, idx: i64) -> Option<Ref<Node>>
Returns a child node by its index (see get_child_count
). This method is often used for iterating all children of a node.
To access a child node via its name, use get_node
.
Sourcepub fn get_child_count(&self) -> i64
pub fn get_child_count(&self) -> i64
Returns the number of child nodes.
Sourcepub fn get_children(&self) -> VariantArray
pub fn get_children(&self) -> VariantArray
Returns an array of references to node’s children.
Sourcepub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI>>
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI>>
The override to the default MultiplayerAPI
. Set to null
to use the default SceneTree
one.
Sourcepub fn filename(&self) -> GodotString
pub fn filename(&self) -> GodotString
Sourcepub fn get_groups(&self) -> VariantArray
pub fn get_groups(&self) -> VariantArray
Sample code is GDScript unless otherwise noted.
Returns an array listing the groups that the node is a member of.
Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.
Note: The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over get_groups
, use the following snippet:
# Stores the node's non-internal groups only (as an array of Strings).
var non_internal_groups = []
for group in get_groups():
if not group.begins_with("_"):
non_internal_groups.push_back(group)
Sourcepub fn get_index(&self) -> i64
pub fn get_index(&self) -> i64
Returns the node’s index, i.e. its position among the siblings of its parent.
Sourcepub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI>>
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI>>
The MultiplayerAPI
instance associated with this node. Either the custom_multiplayer
, or the default SceneTree one (if inside tree).
Sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Note: Auto-generated names might include the @
character, which is reserved for unique names when using add_child
. When setting the name manually, any @
will be removed.
Sourcepub fn get_network_master(&self) -> i64
pub fn get_network_master(&self) -> i64
Returns the peer ID of the network master for this node. See set_network_master
.
Sourcepub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node>>
pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node>>
Sample code is GDScript unless otherwise noted.
Fetches a node. The NodePath
can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, null
is returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to call is_inside_tree
).
Example: Assume your current node is Character and the following tree:
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin
Possible paths are:
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
Sourcepub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
Sample code is GDScript unless otherwise noted.
Fetches a node and one of its resources as specified by the NodePath
’s subname (e.g. Area2D/CollisionShape2D:shape
). If several nested resources are specified in the NodePath
, the last one will be fetched.
The return value is an array of size 3: the first index points to the Node
(or null
if not found), the second index points to the Resource
(or null
if not found), and the third index is the remaining NodePath
, if any.
For example, assuming that Area2D/CollisionShape2D
is a valid node and that its shape
property has been assigned a RectangleShape2D
resource, one could have this kind of output:
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
Sourcepub fn owner(&self) -> Option<Ref<Node>>
pub fn owner(&self) -> Option<Ref<Node>>
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene
), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTree
s, with instancing and subinstancing.
Note: If you want a child to be persisted to a PackedScene
, you must set owner
in addition to calling add_child
. This is typically relevant for tool scripts and editor plugins. If add_child
is called without setting owner
, the newly added Node
will not be visible in the scene tree, though it will be visible in the 2D/3D view.
Sourcepub fn get_parent(&self) -> Option<Ref<Node>>
pub fn get_parent(&self) -> Option<Ref<Node>>
Returns the parent node of the current node, or null
if the node lacks a parent.
Sourcepub fn get_path(&self) -> NodePath
pub fn get_path(&self) -> NodePath
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see is_inside_tree
).
Sourcepub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
Returns the relative NodePath
from this node to the specified node
. Both nodes must be in the same scene or the function will fail.
Sourcepub fn pause_mode(&self) -> PauseMode
pub fn pause_mode(&self) -> PauseMode
Pause mode. How the node will behave if the SceneTree
is paused.
Sourcepub fn physics_interpolation_mode(&self) -> PhysicsInterpolationMode
pub fn physics_interpolation_mode(&self) -> PhysicsInterpolationMode
Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally.
Note: This can be especially useful for Camera
s, where custom interpolation can sometimes give superior results.
Sourcepub fn get_physics_process_delta_time(&self) -> f64
pub fn get_physics_process_delta_time(&self) -> f64
Returns the time elapsed (in seconds) since the last physics-bound frame (see [_physics_process
][Self::_physics_process]). This is always a constant value in physics processing unless the frames per second is changed via Engine.iterations_per_second
.
Sourcepub fn get_position_in_parent(&self) -> i64
pub fn get_position_in_parent(&self) -> i64
Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0
.
Sourcepub fn get_process_delta_time(&self) -> f64
pub fn get_process_delta_time(&self) -> f64
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
Sourcepub fn process_priority(&self) -> i64
pub fn process_priority(&self) -> i64
The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS
, NOTIFICATION_PHYSICS_PROCESS
and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
Sourcepub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn get_scene_instance_load_placeholder(&self) -> bool
Returns true
if this is an instance load placeholder. See InstancePlaceholder
.
Sourcepub fn get_tree(&self) -> Option<Ref<SceneTree>>
pub fn get_tree(&self) -> Option<Ref<SceneTree>>
Returns the SceneTree
that contains this node.
Sourcepub fn has_node(&self, path: impl Into<NodePath>) -> bool
pub fn has_node(&self, path: impl Into<NodePath>) -> bool
Returns true
if the node that the NodePath
points to exists.
Sourcepub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
Sourcepub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
Returns true
if the given node is a direct or indirect child of the current node.
Sourcepub fn is_displayed_folded(&self) -> bool
pub fn is_displayed_folded(&self) -> bool
Returns true
if the node is folded (collapsed) in the Scene dock.
Sourcepub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
Returns true
if the given node occurs later in the scene hierarchy than the current node.
Sourcepub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
Returns true
if this node is in the specified group. See notes in the description, and the group methods in SceneTree
.
Sourcepub fn is_inside_tree(&self) -> bool
pub fn is_inside_tree(&self) -> bool
Returns true
if this node is currently inside a SceneTree
.
Sourcepub fn is_network_master(&self) -> bool
pub fn is_network_master(&self) -> bool
Returns true
if the local system is the master of this node.
Sourcepub fn is_physics_interpolated(&self) -> bool
pub fn is_physics_interpolated(&self) -> bool
Returns true
if the physics interpolated flag is set for this Node (see physics_interpolation_mode
).
Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the SceneTree
. This can be tested using is_physics_interpolated_and_enabled
.
Sourcepub fn is_physics_interpolated_and_enabled(&self) -> bool
pub fn is_physics_interpolated_and_enabled(&self) -> bool
Returns true
if physics interpolation is enabled (see physics_interpolation_mode
) and enabled in the SceneTree
.
This is a convenience version of is_physics_interpolated
that also checks whether physics interpolation is enabled globally.
See [SceneTree.physics_interpolation
][SceneTree::physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation].
Sourcepub fn is_physics_processing(&self) -> bool
pub fn is_physics_processing(&self) -> bool
Returns true
if physics processing is enabled (see set_physics_process
).
Sourcepub fn is_physics_processing_internal(&self) -> bool
pub fn is_physics_processing_internal(&self) -> bool
Returns true
if internal physics processing is enabled (see set_physics_process_internal
).
Sourcepub fn is_processing(&self) -> bool
pub fn is_processing(&self) -> bool
Returns true
if processing is enabled (see set_process
).
Sourcepub fn is_processing_input(&self) -> bool
pub fn is_processing_input(&self) -> bool
Returns true
if the node is processing input (see set_process_input
).
Sourcepub fn is_processing_internal(&self) -> bool
pub fn is_processing_internal(&self) -> bool
Returns true
if internal processing is enabled (see set_process_internal
).
Sourcepub fn is_processing_unhandled_input(&self) -> bool
pub fn is_processing_unhandled_input(&self) -> bool
Returns true
if the node is processing unhandled input (see set_process_unhandled_input
).
Sourcepub fn is_processing_unhandled_key_input(&self) -> bool
pub fn is_processing_unhandled_key_input(&self) -> bool
Returns true
if the node is processing unhandled key input (see set_process_unhandled_key_input
).
Sourcepub fn is_unique_name_in_owner(&self) -> bool
pub fn is_unique_name_in_owner(&self) -> bool
Sets this node’s name as a unique name in its owner
. This allows the node to be accessed as %Name
instead of the full path, from any node within that scene.
If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.
Sourcepub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
Sourcepub fn print_stray_nodes(&self)
pub fn print_stray_nodes(&self)
Prints all stray nodes (nodes outside the SceneTree
). Used for debugging. Works only in debug builds.
Sourcepub fn print_tree(&self)
pub fn print_tree(&self)
Sample code is GDScript unless otherwise noted.
Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the get_node
function.
Example output:
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
Sourcepub fn print_tree_pretty(&self)
pub fn print_tree_pretty(&self)
Sample code is GDScript unless otherwise noted.
Similar to print_tree
, this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.
Example output:
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
Sourcepub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool,
)
pub fn propagate_call( &self, method: impl Into<GodotString>, args: VariantArray, parent_first: bool, )
Calls the given method (if present) with the arguments given in args
on this node and recursively on all its children. If the parent_first
argument is true
, the method will be called on the current node first, then on all its children. If parent_first
is false
, the children will be called first.
§Default Arguments
args
-[ ]
parent_first
-false
Sourcepub fn propagate_notification(&self, what: i64)
pub fn propagate_notification(&self, what: i64)
Notifies the current node and all its children recursively by calling Object.notification
on all of them.
Sourcepub fn queue_free(&self)
pub fn queue_free(&self)
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [Object.free
][Object::free]. Use Object.is_queued_for_deletion
to check whether a node will be deleted at the end of the frame.
Important: If you have a variable pointing to a node, it will not be assigned to null
once the node is freed. Instead, it will point to a previously freed instance and you should validate it with [method @GDScript.is_instance_valid] before attempting to call its methods or access its properties.
Sourcepub fn raise(&self)
pub fn raise(&self)
Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control
nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise
, a Control will be drawn on top of its siblings.
Sourcepub fn remove_and_skip(&self)
pub fn remove_and_skip(&self)
Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
Sourcepub fn remove_child(&self, node: impl AsArg<Node>)
pub fn remove_child(&self, node: impl AsArg<Node>)
Sourcepub fn remove_from_group(&self, group: impl Into<GodotString>)
pub fn remove_from_group(&self, group: impl Into<GodotString>)
Removes a node from a group. See notes in the description, and the group methods in SceneTree
.
Sourcepub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
Note: The given node will become the new parent of any child nodes that the replaced node had.
Note: The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using [Object.free
][Object::free].
§Default Arguments
keep_data
-false
Sourcepub fn request_ready(&self)
pub fn request_ready(&self)
Requests that _ready
be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see [_ready
][Self::_ready]). _ready
is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready
too (in which case, _ready
will be called in the same order as it would normally).
Sourcepub fn reset_physics_interpolation(&self)
pub fn reset_physics_interpolation(&self)
When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.
This glitch can be prevented by calling reset_physics_interpolation
, which temporarily turns off interpolation until the physics tick is complete.
NOTIFICATION_RESET_PHYSICS_INTERPOLATION
will be received by the node and all children recursively.
Note: This function should be called after moving the node, rather than before.
Sourcepub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a remote procedure call request for the given method
to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath
, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see rpc_config
. Methods are not exposed to RPCs by default. See also rset
and rset_config
for properties. Returns null
.
Note: You can only safely use RPCs on clients after you received the connected_to_server
signal from the SceneTree
. You also need to keep track of the connection state, either by the SceneTree
signals like server_disconnected
or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED
.
Sourcepub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given method
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, methods are not exposed to networking (and RPCs). See also rset
and rset_config
for properties.
Sourcepub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_id( &self, peer_id: i64, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a rpc
to a specific peer identified by peer_id
(see NetworkedMultiplayerPeer.set_target_peer
). Returns null
.
Sourcepub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_unreliable( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a rpc
using an unreliable protocol. Returns null
.
Sourcepub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_unreliable_id( &self, peer_id: i64, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a rpc
to a specific peer identified by peer_id
using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer
). Returns null
.
Sourcepub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see rset_config
. See also rpc
for RPCs for methods, most information applies to this method as well.
Sourcepub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given property
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, properties are not exposed to networking (and RPCs). See also rpc
and rpc_config
for methods.
Sourcepub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_id( &self, peer_id: i64, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes the property’s value on a specific peer identified by peer_id
(see NetworkedMultiplayerPeer.set_target_peer
).
Sourcepub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_unreliable( &self, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.
Sourcepub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_unreliable_id( &self, peer_id: i64, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes property’s value on a specific peer identified by peer_id
using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer
).
Sourcepub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
The override to the default MultiplayerAPI
. Set to null
to use the default SceneTree
one.
Sourcepub fn set_display_folded(&self, fold: bool)
pub fn set_display_folded(&self, fold: bool)
Sets the folded state of the node in the Scene dock.
Sourcepub fn set_filename(&self, filename: impl Into<GodotString>)
pub fn set_filename(&self, filename: impl Into<GodotString>)
Sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Note: Auto-generated names might include the @
character, which is reserved for unique names when using add_child
. When setting the name manually, any @
will be removed.
Sourcepub fn set_network_master(&self, id: i64, recursive: bool)
pub fn set_network_master(&self, id: i64, recursive: bool)
Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master
and puppet
keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive
, the given peer is recursively set as the master for all children of this node.
§Default Arguments
recursive
-true
Sourcepub fn set_owner(&self, owner: impl AsArg<Node>)
pub fn set_owner(&self, owner: impl AsArg<Node>)
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene
), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTree
s, with instancing and subinstancing.
Note: If you want a child to be persisted to a PackedScene
, you must set owner
in addition to calling add_child
. This is typically relevant for tool scripts and editor plugins. If add_child
is called without setting owner
, the newly added Node
will not be visible in the scene tree, though it will be visible in the 2D/3D view.
Sourcepub fn set_pause_mode(&self, mode: i64)
pub fn set_pause_mode(&self, mode: i64)
Pause mode. How the node will behave if the SceneTree
is paused.
Sourcepub fn set_physics_interpolation_mode(&self, mode: i64)
pub fn set_physics_interpolation_mode(&self, mode: i64)
Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally.
Note: This can be especially useful for Camera
s, where custom interpolation can sometimes give superior results.
Sourcepub fn set_physics_process(&self, enable: bool)
pub fn set_physics_process(&self, enable: bool)
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS
at a fixed (usually 60 FPS, see Engine.iterations_per_second
to change) interval (and the [_physics_process
][Self::_physics_process] callback will be called if exists). Enabled automatically if [_physics_process
][Self::_physics_process] is overridden. Any calls to this before [_ready
][Self::_ready] will be ignored.
Sourcepub fn set_physics_process_internal(&self, enable: bool)
pub fn set_physics_process_internal(&self, enable: bool)
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [_physics_process
][Self::_physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (set_physics_process
). Only useful for advanced uses to manipulate built-in nodes’ behavior.
Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
Sourcepub fn set_process(&self, enable: bool)
pub fn set_process(&self, enable: bool)
Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS
on every drawn frame (and the [_process
][Self::_process] callback will be called if exists). Enabled automatically if [_process
][Self::_process] is overridden. Any calls to this before [_ready
][Self::_ready] will be ignored.
Sourcepub fn set_process_input(&self, enable: bool)
pub fn set_process_input(&self, enable: bool)
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [_input
][Self::_input] is overridden. Any calls to this before [_ready
][Self::_ready] will be ignored.
Sourcepub fn set_process_internal(&self, enable: bool)
pub fn set_process_internal(&self, enable: bool)
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [_process
][Self::_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process
). Only useful for advanced uses to manipulate built-in nodes’ behavior.
Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.
Sourcepub fn set_process_priority(&self, priority: i64)
pub fn set_process_priority(&self, priority: i64)
The node’s priority in the execution order of the enabled processing callbacks (i.e. NOTIFICATION_PROCESS
, NOTIFICATION_PHYSICS_PROCESS
and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.
Sourcepub fn set_process_unhandled_input(&self, enable: bool)
pub fn set_process_unhandled_input(&self, enable: bool)
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control
). Enabled automatically if [_unhandled_input
][Self::_unhandled_input] is overridden. Any calls to this before [_ready
][Self::_ready] will be ignored.
Sourcepub fn set_process_unhandled_key_input(&self, enable: bool)
pub fn set_process_unhandled_key_input(&self, enable: bool)
Enables unhandled key input processing. Enabled automatically if [_unhandled_key_input
][Self::_unhandled_key_input] is overridden. Any calls to this before [_ready
][Self::_ready] will be ignored.
Sourcepub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
Sets whether this is an instance load placeholder. See InstancePlaceholder
.
Sourcepub fn set_unique_name_in_owner(&self, enable: bool)
pub fn set_unique_name_in_owner(&self, enable: bool)
Sets this node’s name as a unique name in its owner
. This allows the node to be accessed as %Name
instead of the full path, from any node within that scene.
If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.
Sourcepub fn update_configuration_warning(&self)
pub fn update_configuration_warning(&self)
Updates the warning displayed for this node in the Scene Dock.
Use [_get_configuration_warning
][Self::_get_configuration_warning] to setup the warning message to display.
Methods from Deref<Target = Object>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
Sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray,
)
pub fn add_user_signal( &self, signal: impl Into<GodotString>, arguments: VariantArray, )
Sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub unsafe fn call( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub unsafe fn call_deferred( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray,
) -> Variant
pub unsafe fn callv( &self, method: impl Into<GodotString>, arg_array: VariantArray, ) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to call
, this method does not support a variable number of arguments but expects all parameters to be via a single Array
.
callv("set", [ "position", Vector2(42.0, 0.0) ])
§Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
Sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64,
) -> Result<(), GodotError>
pub fn connect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, binds: VariantArray, flags: i64, ) -> Result<(), GodotError>
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array
of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal
. Use flags
to set deferred or one-shot connections. See ConnectFlags
constants.
A signal
can only be connected once to a method
. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED
. To avoid this, first, use is_connected
to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect
and parameters used when calling emit_signal
:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
§Default Arguments
binds
-[ ]
flags
-0
Sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
)
pub fn disconnect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, )
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected
to ensure that the connection exists.
Sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn emit_signal( &self, signal: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
Sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
Returns the Variant
value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
Sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array
of dictionaries with information about signals that are connected to the object.
Each Dictionary
contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
Sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
Gets the object’s property indexed by the given NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
Sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
Returns the object’s unique instance ID.
This ID can be saved in EncodedObjectAsID
, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
Sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant,
) -> Variant
pub fn get_meta( &self, name: impl Into<GodotString>, default: impl OwnedToVariant, ) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
§Default Arguments
default
-null
Sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
Sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
Sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
Returns the object’s property list as an Array
of dictionaries.
Each property’s Dictionary
contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][PropertyUsageFlags]).
Sourcepub fn get_script(&self) -> Option<Ref<Reference>>
pub fn get_script(&self) -> Option<Ref<Reference>>
Returns the object’s Script
instance, or null
if none is assigned.
Sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>,
) -> VariantArray
pub fn get_signal_connection_list( &self, signal: impl Into<GodotString>, ) -> VariantArray
Returns an Array
of connections for the given signal
.
Sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
Sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
Sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
Sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
Sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal
are taken into account.
Sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
Sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
Sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
) -> bool
pub fn is_connected( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, ) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
Sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
Sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_notification] is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
§Default Arguments
reversed
-false
Sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
Sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
Sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Assigns a new value to the given property. If the property
does not exist or the given value’s type doesn’t match, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
Sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn set_deferred( &self, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set
via call_deferred
, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant,
)
pub fn set_indexed( &self, property: impl Into<NodePath>, value: impl OwnedToVariant, )
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
Sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
Sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant
value.
To remove a given entry from the object’s metadata, use remove_meta
. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
Sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init
][Self::_init] method will be called.
Sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
Sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation
.
Trait Implementations§
Source§impl Debug for CollisionShape2D
impl Debug for CollisionShape2D
Source§impl Deref for CollisionShape2D
impl Deref for CollisionShape2D
Source§impl DerefMut for CollisionShape2D
impl DerefMut for CollisionShape2D
Source§impl GodotObject for CollisionShape2D
impl GodotObject for CollisionShape2D
Source§type Memory = ManuallyManaged
type Memory = ManuallyManaged
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
Source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.Source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.Source§fn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
Source§fn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
Source§unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>
Source§unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
Self: Sized,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
Self: Sized,
Source§impl Instanciable for CollisionShape2D
impl Instanciable for CollisionShape2D
impl QueueFree for CollisionShape2D
impl SubClass<CanvasItem> for CollisionShape2D
impl SubClass<Node> for CollisionShape2D
impl SubClass<Node2D> for CollisionShape2D
impl SubClass<Object> for CollisionShape2D
Auto Trait Implementations§
impl Freeze for CollisionShape2D
impl RefUnwindSafe for CollisionShape2D
impl !Send for CollisionShape2D
impl !Sync for CollisionShape2D
impl Unpin for CollisionShape2D
impl UnwindSafe for CollisionShape2D
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<N, P> NodeResolveExt<P> for N
impl<N, P> NodeResolveExt<P> for N
Source§unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T>>
unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T>>
path
relative to self
,
and cast it to the desired type. Returns None
if the node does not exist or is
not of the correct type. Read moreSource§unsafe fn get_node_as_instance<'a, T>(
&self,
path: P,
) -> Option<TInstance<'a, T>>
unsafe fn get_node_as_instance<'a, T>( &self, path: P, ) -> Option<TInstance<'a, T>>
path
relative to self
,
and cast it to an instance of the desired NativeClass
type. Returns None
if
the node does not exist or is not of the correct type. Read more