godot::classes

Struct GltfState

#[repr(C)]
pub struct GltfState { /* private fields */ }
Expand description

Godot class GLTFState.

Inherits Resource.

Related symbols:

See also Godot docs for GLTFState.

§Construction

This class is reference-counted. You can create a new instance using GltfState::new_gd().

Implementations§

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impl GltfState

pub const HANDLE_BINARY_DISCARD_TEXTURES: i32 = 0i32

pub const HANDLE_BINARY_EXTRACT_TEXTURES: i32 = 1i32

pub const HANDLE_BINARY_EMBED_AS_BASISU: i32 = 2i32

pub const HANDLE_BINARY_EMBED_AS_UNCOMPRESSED: i32 = 3i32

pub fn add_used_extension( &mut self, extension_name: impl AsArg<GString>, required: bool, )

pub fn append_data_to_buffers( &mut self, data: &PackedByteArray, deduplication: bool, ) -> i32

pub fn get_json(&mut self) -> Dictionary

pub fn set_json(&mut self, json: &Dictionary)

pub fn get_major_version(&mut self) -> i32

pub fn set_major_version(&mut self, major_version: i32)

pub fn get_minor_version(&mut self) -> i32

pub fn set_minor_version(&mut self, minor_version: i32)

pub fn get_glb_data(&mut self) -> PackedByteArray

pub fn set_glb_data(&mut self, glb_data: &PackedByteArray)

pub fn get_use_named_skin_binds(&mut self) -> bool

pub fn set_use_named_skin_binds(&mut self, use_named_skin_binds: bool)

pub fn get_nodes(&mut self) -> Array<Gd<GltfNode>>

pub fn set_nodes(&mut self, nodes: &Array<Gd<GltfNode>>)

pub fn get_buffers(&mut self) -> Array<PackedByteArray>

pub fn set_buffers(&mut self, buffers: &Array<PackedByteArray>)

pub fn get_buffer_views(&mut self) -> Array<Gd<GltfBufferView>>

pub fn set_buffer_views(&mut self, buffer_views: &Array<Gd<GltfBufferView>>)

pub fn get_accessors(&mut self) -> Array<Gd<GltfAccessor>>

pub fn set_accessors(&mut self, accessors: &Array<Gd<GltfAccessor>>)

pub fn get_meshes(&mut self) -> Array<Gd<GltfMesh>>

pub fn set_meshes(&mut self, meshes: &Array<Gd<GltfMesh>>)

pub fn get_animation_players_count(&mut self, idx: i32) -> i32

pub fn get_animation_player(&mut self, idx: i32) -> Option<Gd<AnimationPlayer>>

pub fn get_materials(&mut self) -> Array<Gd<Material>>

pub fn set_materials(&mut self, materials: &Array<Gd<Material>>)

pub fn get_scene_name(&mut self) -> GString

pub fn set_scene_name(&mut self, scene_name: impl AsArg<GString>)

pub fn get_base_path(&mut self) -> GString

pub fn set_base_path(&mut self, base_path: impl AsArg<GString>)

pub fn get_filename(&self) -> GString

pub fn set_filename(&mut self, filename: impl AsArg<GString>)

pub fn get_root_nodes(&mut self) -> PackedInt32Array

pub fn set_root_nodes(&mut self, root_nodes: &PackedInt32Array)

pub fn get_textures(&mut self) -> Array<Gd<GltfTexture>>

pub fn set_textures(&mut self, textures: &Array<Gd<GltfTexture>>)

pub fn get_texture_samplers(&mut self) -> Array<Gd<GltfTextureSampler>>

pub fn set_texture_samplers( &mut self, texture_samplers: &Array<Gd<GltfTextureSampler>>, )

pub fn get_images(&mut self) -> Array<Gd<Texture2D>>

pub fn set_images(&mut self, images: &Array<Gd<Texture2D>>)

pub fn get_skins(&mut self) -> Array<Gd<GltfSkin>>

pub fn set_skins(&mut self, skins: &Array<Gd<GltfSkin>>)

pub fn get_cameras(&mut self) -> Array<Gd<GltfCamera>>

pub fn set_cameras(&mut self, cameras: &Array<Gd<GltfCamera>>)

pub fn get_lights(&mut self) -> Array<Gd<GltfLight>>

pub fn set_lights(&mut self, lights: &Array<Gd<GltfLight>>)

pub fn get_unique_names(&mut self) -> Array<GString>

pub fn set_unique_names(&mut self, unique_names: &Array<GString>)

pub fn get_unique_animation_names(&mut self) -> Array<GString>

pub fn set_unique_animation_names( &mut self, unique_animation_names: &Array<GString>, )

pub fn get_skeletons(&mut self) -> Array<Gd<GltfSkeleton>>

pub fn set_skeletons(&mut self, skeletons: &Array<Gd<GltfSkeleton>>)

pub fn get_create_animations(&mut self) -> bool

pub fn set_create_animations(&mut self, create_animations: bool)

pub fn get_import_as_skeleton_bones(&mut self) -> bool

pub fn set_import_as_skeleton_bones(&mut self, import_as_skeleton_bones: bool)

pub fn get_animations(&mut self) -> Array<Gd<GltfAnimation>>

pub fn set_animations(&mut self, animations: &Array<Gd<GltfAnimation>>)

pub fn get_scene_node(&mut self, idx: i32) -> Option<Gd<Node>>

pub fn get_node_index(&mut self, scene_node: impl AsObjectArg<Node>) -> i32

pub fn get_additional_data( &mut self, extension_name: impl AsArg<StringName>, ) -> Variant

pub fn set_additional_data( &mut self, extension_name: impl AsArg<StringName>, additional_data: &Variant, )

pub fn get_handle_binary_image(&mut self) -> i32

pub fn set_handle_binary_image(&mut self, method: i32)

pub fn set_bake_fps(&mut self, value: f64)

pub fn get_bake_fps(&self) -> f64

Methods from Deref<Target = Resource>§

pub fn set_path(&mut self, path: impl AsArg<GString>)

pub fn take_over_path(&mut self, path: impl AsArg<GString>)

pub fn get_path(&self) -> GString

pub fn set_name(&mut self, name: impl AsArg<GString>)

pub fn get_name(&self) -> GString

pub fn get_rid(&self) -> Rid

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

pub fn is_local_to_scene(&self) -> bool

pub fn get_local_scene(&self) -> Option<Gd<Node>>

pub fn setup_local_to_scene(&mut self)

pub fn set_scene_unique_id(&mut self, id: impl AsArg<GString>)

pub fn get_scene_unique_id(&self) -> GString

pub fn emit_changed(&mut self)

pub fn duplicate(&self) -> Option<Gd<Resource>>

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

pub fn duplicate_ex<'a>(&'a self) -> ExDuplicate<'a>

Methods from Deref<Target = RefCounted>§

pub fn get_reference_count(&self) -> i32

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

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

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

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

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

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

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

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

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

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

pub fn set_script(&mut self, script: &Variant)

pub fn get_script(&self) -> Variant

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

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

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.

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

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

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

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.

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

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

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

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.

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.

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.

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.

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.

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.

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

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

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

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

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

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

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

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

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

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

pub fn connect_ex<'a>( &'a mut self, signal: impl AsArg<StringName> + 'a, callable: &'a Callable, ) -> ExConnect<'a>

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

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

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

pub fn is_blocking_signals(&self) -> bool

pub fn notify_property_list_changed(&mut self)

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

pub fn can_translate_messages(&self) -> bool

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.

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

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.

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

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

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.

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 GltfState

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type Memory = MemRefCounted

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 GltfState

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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 GltfState

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type Target = Resource

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

Dereferences the value.
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impl DerefMut for GltfState

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

Mutably dereferences the value.
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impl GodotClass for GltfState

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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

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

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

The name of the class, under which it is registered in Godot. Read more
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fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
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impl GodotDefault for GltfState

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impl Inherits<GltfState> for FbxState

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impl Inherits<Object> for GltfState

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impl Inherits<RefCounted> for GltfState

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impl Inherits<Resource> for GltfState

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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, 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<T> NewGd for T
where T: GodotDefault<Memory = MemRefCounted> + Bounds,

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fn new_gd() -> Gd<T>

Return a new, ref-counted Gd containing a default-constructed instance. Read more
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impl<P, T> Receiver for P
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type Target = T

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The target type on which the method may be called.
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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> Inherits<T> for T
where T: GodotClass,