NavigationServer3D

Struct NavigationServer3D 

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pub struct NavigationServer3D { /* private fields */ }
Available on crate feature experimental-godot-api only.
Expand description

Godot class NavigationServer3D.

Inherits Object.

Related symbols:

See also Godot docs for NavigationServer3D.

§Singleton

This class is a singleton. You can get the one instance using Singleton::singleton().

§Final class

This class is final, meaning you cannot inherit from it, and it comes without I* interface trait. It is still possible that other Godot classes inherit from it, but that is limited to the engine itself.

Implementations§

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impl NavigationServer3D

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pub fn get_maps(&self) -> Array<Rid>

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pub fn map_create(&mut self) -> Rid

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pub fn map_set_active(&mut self, map: Rid, active: bool)

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pub fn map_is_active(&self, map: Rid) -> bool

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pub fn map_set_up(&mut self, map: Rid, up: Vector3)

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pub fn map_get_up(&self, map: Rid) -> Vector3

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pub fn map_set_cell_size(&mut self, map: Rid, cell_size: f32)

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pub fn map_get_cell_size(&self, map: Rid) -> f32

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pub fn map_set_cell_height(&mut self, map: Rid, cell_height: f32)

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pub fn map_get_cell_height(&self, map: Rid) -> f32

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pub fn map_set_merge_rasterizer_cell_scale(&mut self, map: Rid, scale: f32)

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pub fn map_get_merge_rasterizer_cell_scale(&self, map: Rid) -> f32

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pub fn map_set_use_edge_connections(&mut self, map: Rid, enabled: bool)

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pub fn map_get_use_edge_connections(&self, map: Rid) -> bool

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pub fn map_set_edge_connection_margin(&mut self, map: Rid, margin: f32)

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pub fn map_get_edge_connection_margin(&self, map: Rid) -> f32

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pub fn map_get_path( &mut self, map: Rid, origin: Vector3, destination: Vector3, optimize: bool, ) -> PackedArray<Vector3>

To set the default parameters, use Self::map_get_path_ex and its builder methods. See the book for detailed usage instructions.

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pub fn map_get_path_ex<'a>( &'a mut self, map: Rid, origin: Vector3, destination: Vector3, optimize: bool, ) -> ExMapGetPath<'a>

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pub fn map_get_closest_point_to_segment( &self, map: Rid, start: Vector3, end: Vector3, ) -> Vector3

To set the default parameters, use Self::map_get_closest_point_to_segment_ex and its builder methods. See the book for detailed usage instructions.

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pub fn map_get_closest_point_to_segment_ex<'a>( &'a self, map: Rid, start: Vector3, end: Vector3, ) -> ExMapGetClosestPointToSegment<'a>

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pub fn map_get_closest_point(&self, map: Rid, to_point: Vector3) -> Vector3

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pub fn map_get_closest_point_normal( &self, map: Rid, to_point: Vector3, ) -> Vector3

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pub fn map_get_closest_point_owner(&self, map: Rid, to_point: Vector3) -> Rid

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pub fn map_get_regions(&self, map: Rid) -> Array<Rid>

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pub fn map_get_agents(&self, map: Rid) -> Array<Rid>

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pub fn map_get_obstacles(&self, map: Rid) -> Array<Rid>

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pub fn map_force_update(&mut self, map: Rid)

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pub fn map_get_iteration_id(&self, map: Rid) -> u32

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pub fn map_set_use_async_iterations(&mut self, map: Rid, enabled: bool)

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pub fn map_get_use_async_iterations(&self, map: Rid) -> bool

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pub fn map_get_random_point( &self, map: Rid, navigation_layers: u32, uniformly: bool, ) -> Vector3

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pub fn query_path( &mut self, parameters: impl AsArg<Option<Gd<NavigationPathQueryParameters3D>>>, result: impl AsArg<Option<Gd<NavigationPathQueryResult3D>>>, )

To set the default parameters, use Self::query_path_ex and its builder methods. See the book for detailed usage instructions.

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pub fn query_path_ex<'a>( &'a mut self, parameters: impl AsArg<Option<Gd<NavigationPathQueryParameters3D>>> + 'a, result: impl AsArg<Option<Gd<NavigationPathQueryResult3D>>> + 'a, ) -> ExQueryPath<'a>

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pub fn region_create(&mut self) -> Rid

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pub fn region_get_iteration_id(&self, region: Rid) -> u32

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pub fn region_set_use_async_iterations(&mut self, region: Rid, enabled: bool)

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pub fn region_get_use_async_iterations(&self, region: Rid) -> bool

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pub fn region_set_enabled(&mut self, region: Rid, enabled: bool)

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pub fn region_get_enabled(&self, region: Rid) -> bool

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pub fn region_set_use_edge_connections(&mut self, region: Rid, enabled: bool)

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pub fn region_get_use_edge_connections(&self, region: Rid) -> bool

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pub fn region_set_enter_cost(&mut self, region: Rid, enter_cost: f32)

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pub fn region_get_enter_cost(&self, region: Rid) -> f32

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pub fn region_set_travel_cost(&mut self, region: Rid, travel_cost: f32)

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pub fn region_get_travel_cost(&self, region: Rid) -> f32

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pub fn region_set_owner_id(&mut self, region: Rid, owner_id: u64)

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pub fn region_get_owner_id(&self, region: Rid) -> u64

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pub fn region_owns_point(&self, region: Rid, point: Vector3) -> bool

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pub fn region_set_map(&mut self, region: Rid, map: Rid)

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pub fn region_get_map(&self, region: Rid) -> Rid

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pub fn region_set_navigation_layers( &mut self, region: Rid, navigation_layers: u32, )

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pub fn region_get_navigation_layers(&self, region: Rid) -> u32

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pub fn region_set_transform(&mut self, region: Rid, transform: Transform3D)

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pub fn region_get_transform(&self, region: Rid) -> Transform3D

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pub fn region_set_navigation_mesh( &mut self, region: Rid, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, )

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pub fn region_bake_navigation_mesh( &mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, root_node: impl AsArg<Option<Gd<Node>>>, )

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pub fn region_get_connections_count(&self, region: Rid) -> i32

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pub fn region_get_connection_pathway_start( &self, region: Rid, connection: i32, ) -> Vector3

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pub fn region_get_connection_pathway_end( &self, region: Rid, connection: i32, ) -> Vector3

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pub fn region_get_closest_point_to_segment( &self, region: Rid, start: Vector3, end: Vector3, ) -> Vector3

To set the default parameters, use Self::region_get_closest_point_to_segment_ex and its builder methods. See the book for detailed usage instructions.

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pub fn region_get_closest_point_to_segment_ex<'a>( &'a self, region: Rid, start: Vector3, end: Vector3, ) -> ExRegionGetClosestPointToSegment<'a>

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pub fn region_get_closest_point( &self, region: Rid, to_point: Vector3, ) -> Vector3

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pub fn region_get_closest_point_normal( &self, region: Rid, to_point: Vector3, ) -> Vector3

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pub fn region_get_random_point( &self, region: Rid, navigation_layers: u32, uniformly: bool, ) -> Vector3

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pub fn region_get_bounds(&self, region: Rid) -> Aabb

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pub fn agent_create(&mut self) -> Rid

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pub fn agent_set_avoidance_enabled(&mut self, agent: Rid, enabled: bool)

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pub fn agent_get_avoidance_enabled(&self, agent: Rid) -> bool

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pub fn agent_set_use_3d_avoidance(&mut self, agent: Rid, enabled: bool)

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pub fn agent_get_use_3d_avoidance(&self, agent: Rid) -> bool

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pub fn agent_set_map(&mut self, agent: Rid, map: Rid)

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pub fn agent_get_map(&self, agent: Rid) -> Rid

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pub fn agent_set_paused(&mut self, agent: Rid, paused: bool)

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pub fn agent_get_paused(&self, agent: Rid) -> bool

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pub fn agent_set_neighbor_distance(&mut self, agent: Rid, distance: f32)

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pub fn agent_get_neighbor_distance(&self, agent: Rid) -> f32

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pub fn agent_set_max_neighbors(&mut self, agent: Rid, count: i32)

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pub fn agent_get_max_neighbors(&self, agent: Rid) -> i32

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pub fn agent_set_time_horizon_agents(&mut self, agent: Rid, time_horizon: f32)

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pub fn agent_get_time_horizon_agents(&self, agent: Rid) -> f32

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pub fn agent_set_time_horizon_obstacles( &mut self, agent: Rid, time_horizon: f32, )

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pub fn agent_get_time_horizon_obstacles(&self, agent: Rid) -> f32

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pub fn agent_set_radius(&mut self, agent: Rid, radius: f32)

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pub fn agent_get_radius(&self, agent: Rid) -> f32

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pub fn agent_set_height(&mut self, agent: Rid, height: f32)

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pub fn agent_get_height(&self, agent: Rid) -> f32

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pub fn agent_set_max_speed(&mut self, agent: Rid, max_speed: f32)

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pub fn agent_get_max_speed(&self, agent: Rid) -> f32

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pub fn agent_set_velocity_forced(&mut self, agent: Rid, velocity: Vector3)

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pub fn agent_set_velocity(&mut self, agent: Rid, velocity: Vector3)

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pub fn agent_get_velocity(&self, agent: Rid) -> Vector3

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pub fn agent_set_position(&mut self, agent: Rid, position: Vector3)

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pub fn agent_get_position(&self, agent: Rid) -> Vector3

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pub fn agent_is_map_changed(&self, agent: Rid) -> bool

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pub fn agent_set_avoidance_callback(&mut self, agent: Rid, callback: &Callable)

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pub fn agent_has_avoidance_callback(&self, agent: Rid) -> bool

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pub fn agent_set_avoidance_layers(&mut self, agent: Rid, layers: u32)

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pub fn agent_get_avoidance_layers(&self, agent: Rid) -> u32

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pub fn agent_set_avoidance_mask(&mut self, agent: Rid, mask: u32)

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pub fn agent_get_avoidance_mask(&self, agent: Rid) -> u32

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pub fn agent_set_avoidance_priority(&mut self, agent: Rid, priority: f32)

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pub fn agent_get_avoidance_priority(&self, agent: Rid) -> f32

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pub fn obstacle_create(&mut self) -> Rid

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pub fn obstacle_set_avoidance_enabled(&mut self, obstacle: Rid, enabled: bool)

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pub fn obstacle_get_avoidance_enabled(&self, obstacle: Rid) -> bool

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pub fn obstacle_set_use_3d_avoidance(&mut self, obstacle: Rid, enabled: bool)

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pub fn obstacle_get_use_3d_avoidance(&self, obstacle: Rid) -> bool

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pub fn obstacle_set_map(&mut self, obstacle: Rid, map: Rid)

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pub fn obstacle_get_map(&self, obstacle: Rid) -> Rid

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pub fn obstacle_set_paused(&mut self, obstacle: Rid, paused: bool)

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pub fn obstacle_get_paused(&self, obstacle: Rid) -> bool

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pub fn obstacle_set_radius(&mut self, obstacle: Rid, radius: f32)

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pub fn obstacle_get_radius(&self, obstacle: Rid) -> f32

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pub fn obstacle_set_height(&mut self, obstacle: Rid, height: f32)

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pub fn obstacle_get_height(&self, obstacle: Rid) -> f32

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pub fn obstacle_set_velocity(&mut self, obstacle: Rid, velocity: Vector3)

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pub fn obstacle_get_velocity(&self, obstacle: Rid) -> Vector3

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pub fn obstacle_set_position(&mut self, obstacle: Rid, position: Vector3)

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pub fn obstacle_get_position(&self, obstacle: Rid) -> Vector3

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pub fn obstacle_set_vertices( &mut self, obstacle: Rid, vertices: &PackedArray<Vector3>, )

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pub fn obstacle_get_vertices(&self, obstacle: Rid) -> PackedArray<Vector3>

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pub fn obstacle_set_avoidance_layers(&mut self, obstacle: Rid, layers: u32)

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pub fn obstacle_get_avoidance_layers(&self, obstacle: Rid) -> u32

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pub fn parse_source_geometry_data( &mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>>, root_node: impl AsArg<Option<Gd<Node>>>, )

To set the default parameters, use Self::parse_source_geometry_data_ex and its builder methods. See the book for detailed usage instructions.

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pub fn parse_source_geometry_data_ex<'a>( &'a mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>> + 'a, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>> + 'a, root_node: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExParseSourceGeometryData<'a>

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pub fn bake_from_source_geometry_data( &mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>>, )

To set the default parameters, use Self::bake_from_source_geometry_data_ex and its builder methods. See the book for detailed usage instructions.

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pub fn bake_from_source_geometry_data_ex<'a>( &'a mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>> + 'a, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>> + 'a, ) -> ExBakeFromSourceGeometryData<'a>

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pub fn bake_from_source_geometry_data_async( &mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>>, )

To set the default parameters, use Self::bake_from_source_geometry_data_async_ex and its builder methods. See the book for detailed usage instructions.

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pub fn bake_from_source_geometry_data_async_ex<'a>( &'a mut self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>> + 'a, source_geometry_data: impl AsArg<Option<Gd<NavigationMeshSourceGeometryData3D>>> + 'a, ) -> ExBakeFromSourceGeometryDataAsync<'a>

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pub fn is_baking_navigation_mesh( &self, navigation_mesh: impl AsArg<Option<Gd<NavigationMesh>>>, ) -> bool

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pub fn source_geometry_parser_create(&mut self) -> Rid

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pub fn source_geometry_parser_set_callback( &mut self, parser: Rid, callback: &Callable, )

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pub fn simplify_path( &mut self, path: &PackedArray<Vector3>, epsilon: f32, ) -> PackedArray<Vector3>

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pub fn free_rid(&mut self, rid: Rid)

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pub fn set_active(&mut self, active: bool)

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pub fn set_debug_enabled(&mut self, enabled: bool)

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pub fn get_debug_enabled(&self) -> bool

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pub fn get_process_info(&self, process_info: ProcessInfo) -> i32

Methods from Deref<Target = Object>§

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pub fn get_script(&self) -> Option<Gd<Script>>

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pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)

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pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error

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pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error

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pub fn get_class(&self) -> GString

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pub fn is_class(&self, class: impl AsArg<GString>) -> bool

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pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)

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pub fn get(&self, property: impl AsArg<StringName>) -> Variant

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pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )

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pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant

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pub fn get_property_list(&self) -> Array<Dictionary>

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pub fn get_method_list(&self) -> Array<Dictionary>

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pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool

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pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant

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pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)

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pub fn remove_meta(&mut self, name: impl AsArg<StringName>)

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pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant

To set the default parameters, use Self::get_meta_ex and its builder methods. See the book for detailed usage instructions.

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pub fn get_meta_ex<'a>( &'a self, name: impl AsArg<StringName> + 'a, ) -> ExGetMeta<'a>

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pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool

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pub fn get_meta_list(&self) -> Array<StringName>

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pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)

To set the default parameters, use Self::add_user_signal_ex and its builder methods. See the book for detailed usage instructions.

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pub fn add_user_signal_ex<'a>( &'a mut self, signal: impl AsArg<GString> + 'a, ) -> ExAddUserSignal<'a>

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pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool

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pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)

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pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

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pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

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pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

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pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

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pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

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pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

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pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )

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pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &Array<Variant>, ) -> Variant

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pub fn has_method(&self, method: impl AsArg<StringName>) -> bool

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pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32

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pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool

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pub fn get_signal_list(&self) -> Array<Dictionary>

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pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary>

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pub fn get_incoming_connections(&self) -> Array<Dictionary>

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pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )

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pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool

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pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool

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pub fn set_block_signals(&mut self, enable: bool)

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pub fn is_blocking_signals(&self) -> bool

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pub fn notify_property_list_changed(&mut self)

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pub fn set_message_translation(&mut self, enable: bool)

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pub fn can_translate_messages(&self) -> bool

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pub fn tr(&self, message: impl AsArg<StringName>) -> GString

To set the default parameters, use Self::tr_ex and its builder methods. See the book for detailed usage instructions.

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pub fn tr_ex<'a>(&'a self, message: impl AsArg<StringName> + 'a) -> ExTr<'a>

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pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString

To set the default parameters, use Self::tr_n_ex and its builder methods. See the book for detailed usage instructions.

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pub fn tr_n_ex<'a>( &'a self, message: impl AsArg<StringName> + 'a, plural_message: impl AsArg<StringName> + 'a, n: i32, ) -> ExTrN<'a>

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pub fn get_translation_domain(&self) -> StringName

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pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)

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pub fn is_queued_for_deletion(&self) -> bool

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pub fn cancel_free(&mut self)

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pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

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pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

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impl Bounds for NavigationServer3D

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type Memory = MemManual

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for NavigationServer3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for NavigationServer3D

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type Target = Object

The resulting type after dereferencing.
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fn deref(&self) -> &<NavigationServer3D as Deref>::Target

Dereferences the value.
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impl DerefMut for NavigationServer3D

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fn deref_mut(&mut self) -> &mut <NavigationServer3D as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for NavigationServer3D

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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Servers

Initialization level, during which this class should be initialized with Godot. Read more
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type Base = Object

The immediate superclass of T. This is always a Godot engine class.
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fn class_id() -> ClassId

Globally unique class ID, linked to the name under which the class is registered in Godot. Read more
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fn class_name() -> ClassId

👎Deprecated: Renamed to class_id()
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fn inherits<Base>() -> bool
where Base: GodotClass,

Returns whether Self inherits from Base. Read more
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impl Inherits<Object> for NavigationServer3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Singleton for NavigationServer3D

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fn singleton() -> Gd<NavigationServer3D>

Returns the singleton instance. Read more
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impl WithSignals for NavigationServer3D

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type SignalCollection<'c, C: WithSignals> = SignalsOfNavigationServer3D<'c, C>

The associated struct listing all signals of this class. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Inherits<T> for T
where T: GodotClass,

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const IS_SAME_CLASS: bool = true

True iff Self == Base. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

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type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> UniformObjectDeref<DeclEngine> for T
where T: GodotClass<Declarer = DeclEngine>,

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type TargetRef<'a> = Gd<T>

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type TargetMut<'a> = Gd<T>

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fn object_as_ref<'a>( gd: &'a Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetRef<'a>

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fn object_as_mut<'a>( gd: &'a mut Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetMut<'a>