Struct GltfState
#[repr(C)]pub struct GltfState { /* private fields */ }
Expand description
Godot class GLTFState.
Inherits Resource
.
Related symbols:
IGltfState
: virtual methods
See also Godot docs for GLTFState
.
§Construction
This class is reference-counted. You can create a new instance using GltfState::new_gd()
.
Implementations§
§impl GltfState
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_copyright(&self) -> GString
pub fn set_copyright(&mut self, copyright: impl AsArg<GString>)
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>>
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
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>)
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
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>
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
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>
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
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>
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
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
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
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)
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)
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.