Struct godot::engine::Node

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

Godot class Node.

Inherits Object.

Related symbols:

See also Godot docs for Node.

§Construction

This class is manually managed. You can create a new instance using Node::new_alloc().

Do not forget to call free() or hand over ownership to Godot.

Implementations§

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impl Node

Manual extensions for the Node class.

pub fn get_node_as<T>(&self, path: impl Into<NodePath>) -> Gd<T>
where T: Inherits<Node>,

⚠️ Retrieves the node at path path, panicking if not found or bad type.

§Panics

If the node is not found, or if it does not have type T or inherited.

pub fn try_get_node_as<T>(&self, path: impl Into<NodePath>) -> Option<Gd<T>>
where T: Inherits<Node>,

Retrieves the node at path path (fallible).

If the node is not found, or if it does not have type T or inherited, None will be returned.

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impl Node

pub fn print_orphan_nodes()

pub fn add_sibling(&mut self, sibling: Gd<Node>)

pub fn add_sibling_ex(&mut self, sibling: Gd<Node>) -> ExAddSibling<'_>

pub fn set_name(&mut self, name: GString)

pub fn get_name(&self) -> StringName

pub fn add_child(&mut self, node: Gd<Node>)

pub fn add_child_ex(&mut self, node: Gd<Node>) -> ExAddChild<'_>

pub fn remove_child(&mut self, node: Gd<Node>)

pub fn reparent(&mut self, new_parent: Gd<Node>)

pub fn reparent_ex(&mut self, new_parent: Gd<Node>) -> ExReparent<'_>

pub fn get_child_count(&self) -> i32

pub fn get_child_count_ex(&self) -> ExGetChildCount<'_>

pub fn get_children(&self) -> Array<Gd<Node>>

pub fn get_children_ex(&self) -> ExGetChildren<'_>

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

pub fn get_child_ex(&self, idx: i32) -> ExGetChild<'_>

pub fn has_node(&self, path: NodePath) -> bool

pub fn get_node_or_null(&self, path: NodePath) -> Option<Gd<Node>>

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

pub fn find_child(&self, pattern: GString) -> Option<Gd<Node>>

pub fn find_child_ex(&self, pattern: GString) -> ExFindChild<'_>

pub fn find_children(&self, pattern: GString) -> Array<Gd<Node>>

pub fn find_children_ex(&self, pattern: GString) -> ExFindChildren<'_>

pub fn find_parent(&self, pattern: GString) -> Option<Gd<Node>>

pub fn has_node_and_resource(&self, path: NodePath) -> bool

pub fn get_node_and_resource(&mut self, path: NodePath) -> Array<Variant>

pub fn is_inside_tree(&self) -> bool

pub fn is_part_of_edited_scene(&self) -> bool

pub fn is_ancestor_of(&self, node: Gd<Node>) -> bool

pub fn is_greater_than(&self, node: Gd<Node>) -> bool

pub fn get_path(&self) -> NodePath

pub fn get_path_to(&self, node: Gd<Node>) -> NodePath

pub fn get_path_to_ex(&self, node: Gd<Node>) -> ExGetPathTo<'_>

pub fn add_to_group(&mut self, group: StringName)

pub fn add_to_group_ex(&mut self, group: StringName) -> ExAddToGroup<'_>

pub fn remove_from_group(&mut self, group: StringName)

pub fn is_in_group(&self, group: StringName) -> bool

pub fn move_child(&mut self, child_node: Gd<Node>, to_index: i32)

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

pub fn set_owner(&mut self, owner: Gd<Node>)

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

pub fn get_index(&self) -> i32

pub fn get_index_ex(&self) -> ExGetIndex<'_>

pub fn print_tree(&mut self)

pub fn print_tree_pretty(&mut self)

pub fn get_tree_string(&mut self) -> GString

pub fn get_tree_string_pretty(&mut self) -> GString

pub fn set_scene_file_path(&mut self, scene_file_path: GString)

pub fn get_scene_file_path(&self) -> GString

pub fn propagate_notification(&mut self, what: i32)

pub fn propagate_call(&mut self, method: StringName)

pub fn propagate_call_ex(&mut self, method: StringName) -> ExPropagateCall<'_>

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

pub fn get_physics_process_delta_time(&self) -> f64

pub fn is_physics_processing(&self) -> bool

pub fn get_process_delta_time(&self) -> f64

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

pub fn set_process_priority(&mut self, priority: i32)

pub fn get_process_priority(&self) -> i32

pub fn set_physics_process_priority(&mut self, priority: i32)

pub fn get_physics_process_priority(&self) -> i32

pub fn is_processing(&self) -> bool

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

pub fn is_processing_input(&self) -> bool

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

pub fn is_processing_shortcut_input(&self) -> bool

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

pub fn is_processing_unhandled_input(&self) -> bool

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

pub fn is_processing_unhandled_key_input(&self) -> bool

pub fn set_process_mode(&mut self, mode: ProcessMode)

pub fn get_process_mode(&self) -> ProcessMode

pub fn can_process(&self) -> bool

pub fn set_process_thread_group(&mut self, mode: ProcessThreadGroup)

pub fn get_process_thread_group(&self) -> ProcessThreadGroup

pub fn set_process_thread_messages(&mut self, flags: ProcessThreadMessages)

pub fn get_process_thread_messages(&self) -> ProcessThreadMessages

pub fn set_process_thread_group_order(&mut self, order: i32)

pub fn get_process_thread_group_order(&self) -> i32

pub fn set_display_folded(&mut self, fold: bool)

pub fn is_displayed_folded(&self) -> bool

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

pub fn is_processing_internal(&self) -> bool

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

pub fn is_physics_processing_internal(&self) -> bool

pub fn set_physics_interpolation_mode(&mut self, mode: PhysicsInterpolationMode)

pub fn get_physics_interpolation_mode(&self) -> PhysicsInterpolationMode

pub fn is_physics_interpolated(&self) -> bool

pub fn is_physics_interpolated_and_enabled(&self) -> bool

pub fn reset_physics_interpolation(&mut self)

pub fn set_auto_translate_mode(&mut self, mode: AutoTranslateMode)

pub fn get_auto_translate_mode(&self) -> AutoTranslateMode

pub fn get_window(&self) -> Option<Gd<Window>>

pub fn get_last_exclusive_window(&self) -> Option<Gd<Window>>

pub fn get_tree(&self) -> Option<Gd<SceneTree>>

pub fn create_tween(&mut self) -> Option<Gd<Tween>>

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

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

pub fn replace_by(&mut self, node: Gd<Node>)

pub fn replace_by_ex(&mut self, node: Gd<Node>) -> ExReplaceBy<'_>

pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)

pub fn get_scene_instance_load_placeholder(&self) -> bool

pub fn set_editable_instance(&mut self, node: Gd<Node>, is_editable: bool)

pub fn is_editable_instance(&self, node: Gd<Node>) -> bool

pub fn get_viewport(&self) -> Option<Gd<Viewport>>

pub fn queue_free(&mut self)

pub fn request_ready(&mut self)

pub fn is_node_ready(&self) -> bool

pub fn set_multiplayer_authority(&mut self, id: i32)

pub fn set_multiplayer_authority_ex( &mut self, id: i32 ) -> ExSetMultiplayerAuthority<'_>

pub fn get_multiplayer_authority(&self) -> i32

pub fn is_multiplayer_authority(&self) -> bool

pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>

pub fn rpc_config(&mut self, method: StringName, config: Variant)

pub fn set_editor_description(&mut self, editor_description: GString)

pub fn get_editor_description(&self) -> GString

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

pub fn is_unique_name_in_owner(&self) -> bool

pub fn atr(&self, message: GString) -> GString

pub fn atr_ex(&self, message: GString) -> ExAtr<'_>

pub fn atr_n( &self, message: GString, plural_message: StringName, n: i32 ) -> GString

pub fn atr_n_ex( &self, message: GString, plural_message: StringName, n: i32 ) -> ExAtrN<'_>

pub fn rpc(&mut self, method: 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_rpc( &mut self, method: 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 rpc_id( &mut self, peer_id: i64, method: 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_rpc_id( &mut self, peer_id: i64, method: 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 update_configuration_warnings(&mut self)

pub fn call_deferred_thread_group( &mut self, method: 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_thread_group( &mut self, method: 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_thread_group( &mut self, property: StringName, value: Variant )

pub fn notify_deferred_thread_group(&mut self, what: i32)

pub fn call_thread_safe( &mut self, method: 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_thread_safe( &mut self, method: 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_thread_safe(&mut self, property: StringName, value: Variant)

pub fn notify_thread_safe(&mut self, what: i32)

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

⚠️ 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: NodeNotification)

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

See docs of that method, including the panics.

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

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

pub fn set(&mut self, property: StringName, value: Variant)

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

pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)

pub fn get_indexed(&self, property_path: 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: StringName) -> bool

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

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

pub fn get_script(&self) -> Variant

pub fn set_meta(&mut self, name: StringName, value: Variant)

pub fn remove_meta(&mut self, name: StringName)

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

pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>

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

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

pub fn add_user_signal(&mut self, signal: GString)

pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>

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

pub fn remove_user_signal(&mut self, signal: StringName)

pub fn emit_signal(&mut self, signal: 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: 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: 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: 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: 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: 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: StringName, value: Variant)

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

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

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

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

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

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

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

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

pub fn connect_ex( &mut self, signal: StringName, callable: Callable ) -> ExConnect<'_>

pub fn disconnect(&mut self, signal: StringName, callable: Callable)

pub fn is_connected(&self, signal: 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: StringName) -> GString

pub fn tr_ex(&self, message: StringName) -> ExTr<'_>

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

pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32 ) -> ExTrN<'_>

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 Node

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type Memory = MemManual

Defines the memory strategy of the static type.
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type DynMemory = MemManual

Defines the memory strategy of the instance (at runtime).
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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 Node

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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 Node

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type Target = Object

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

Dereferences the value.
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impl DerefMut for Node

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

Mutably dereferences the value.
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impl GodotClass for Node

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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_name() -> ClassName

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

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

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impl Inherits<Node> for AcceptDialog

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impl Inherits<Node> for AnimatableBody2D

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impl Inherits<Node> for AnimatableBody3D

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impl Inherits<Node> for AnimatedSprite2D

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impl Inherits<Node> for AnimatedSprite3D

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impl Inherits<Node> for AnimationMixer

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impl Inherits<Node> for AnimationPlayer

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impl Inherits<Node> for AnimationTree

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impl Inherits<Node> for Area2D

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impl Inherits<Node> for Area3D

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impl Inherits<Node> for AspectRatioContainer

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impl Inherits<Node> for AudioListener2D

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impl Inherits<Node> for AudioListener3D

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impl Inherits<Node> for AudioStreamPlayer

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impl Inherits<Node> for AudioStreamPlayer2D

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impl Inherits<Node> for AudioStreamPlayer3D

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impl Inherits<Node> for BackBufferCopy

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impl Inherits<Node> for BaseButton

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impl Inherits<Node> for Bone2D

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impl Inherits<Node> for BoneAttachment3D

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impl Inherits<Node> for BoxContainer

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impl Inherits<Node> for Button

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impl Inherits<Node> for Camera2D

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impl Inherits<Node> for Camera3D

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impl Inherits<Node> for CanvasGroup

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impl Inherits<Node> for CanvasItem

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impl Inherits<Node> for CanvasLayer

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impl Inherits<Node> for CanvasModulate

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impl Inherits<Node> for CenterContainer

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impl Inherits<Node> for CharacterBody2D

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impl Inherits<Node> for CharacterBody3D

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impl Inherits<Node> for CheckBox

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impl Inherits<Node> for CheckButton

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impl Inherits<Node> for CodeEdit

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impl Inherits<Node> for CollisionObject2D

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impl Inherits<Node> for CollisionObject3D

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impl Inherits<Node> for CollisionPolygon2D

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impl Inherits<Node> for CollisionPolygon3D

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impl Inherits<Node> for CollisionShape2D

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impl Inherits<Node> for CollisionShape3D

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impl Inherits<Node> for ColorPicker

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impl Inherits<Node> for ColorPickerButton

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impl Inherits<Node> for ColorRect

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impl Inherits<Node> for ConeTwistJoint3D

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impl Inherits<Node> for ConfirmationDialog

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impl Inherits<Node> for Container

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impl Inherits<Node> for Control

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impl Inherits<Node> for CpuParticles2D

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impl Inherits<Node> for CpuParticles3D

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impl Inherits<Node> for CsgBox3D

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impl Inherits<Node> for CsgCombiner3D

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impl Inherits<Node> for CsgCylinder3D

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impl Inherits<Node> for CsgMesh3D

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impl Inherits<Node> for CsgPolygon3D

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impl Inherits<Node> for CsgPrimitive3D

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impl Inherits<Node> for CsgShape3D

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impl Inherits<Node> for CsgSphere3D

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impl Inherits<Node> for CsgTorus3D

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impl Inherits<Node> for DampedSpringJoint2D

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impl Inherits<Node> for Decal

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impl Inherits<Node> for DirectionalLight2D

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impl Inherits<Node> for DirectionalLight3D

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impl Inherits<Node> for EditorCommandPalette

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impl Inherits<Node> for EditorFileDialog

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impl Inherits<Node> for EditorFileSystem

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impl Inherits<Node> for EditorInspector

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impl Inherits<Node> for EditorPlugin

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impl Inherits<Node> for EditorProperty

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impl Inherits<Node> for EditorResourcePicker

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impl Inherits<Node> for EditorResourcePreview

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impl Inherits<Node> for EditorScriptPicker

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impl Inherits<Node> for EditorSpinSlider

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impl Inherits<Node> for FileDialog

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impl Inherits<Node> for FileSystemDock

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impl Inherits<Node> for FlowContainer

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impl Inherits<Node> for FogVolume

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impl Inherits<Node> for Generic6DofJoint3D

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impl Inherits<Node> for GeometryInstance3D

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impl Inherits<Node> for GpuParticles2D

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impl Inherits<Node> for GpuParticles3D

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impl Inherits<Node> for GpuParticlesAttractor3D

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impl Inherits<Node> for GpuParticlesAttractorBox3D

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impl Inherits<Node> for GpuParticlesAttractorSphere3D

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impl Inherits<Node> for GpuParticlesAttractorVectorField3D

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impl Inherits<Node> for GpuParticlesCollision3D

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impl Inherits<Node> for GpuParticlesCollisionBox3D

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impl Inherits<Node> for GpuParticlesCollisionHeightField3D

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impl Inherits<Node> for GpuParticlesCollisionSdf3d

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impl Inherits<Node> for GpuParticlesCollisionSphere3D

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impl Inherits<Node> for GraphElement

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impl Inherits<Node> for GraphFrame

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impl Inherits<Node> for GridContainer

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impl Inherits<Node> for GridMap

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impl Inherits<Node> for GrooveJoint2D

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impl Inherits<Node> for HBoxContainer

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impl Inherits<Node> for HFlowContainer

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impl Inherits<Node> for HScrollBar

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impl Inherits<Node> for HSeparator

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impl Inherits<Node> for HSlider

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impl Inherits<Node> for HSplitContainer

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impl Inherits<Node> for HingeJoint3D

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impl Inherits<Node> for HttpRequest

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impl Inherits<Node> for ImporterMeshInstance3D

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impl Inherits<Node> for InstancePlaceholder

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impl Inherits<Node> for ItemList

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impl Inherits<Node> for Joint2D

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impl Inherits<Node> for Joint3D

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impl Inherits<Node> for Label

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impl Inherits<Node> for Label3D

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impl Inherits<Node> for Light2D

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impl Inherits<Node> for Light3D

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impl Inherits<Node> for LightOccluder2D

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impl Inherits<Node> for LightmapGi

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impl Inherits<Node> for LightmapProbe

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impl Inherits<Node> for Line2D

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impl Inherits<Node> for LineEdit

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impl Inherits<Node> for LinkButton

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impl Inherits<Node> for MarginContainer

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impl Inherits<Node> for Marker2D

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impl Inherits<Node> for Marker3D

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impl Inherits<Node> for MenuBar

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impl Inherits<Node> for MenuButton

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impl Inherits<Node> for MeshInstance2D

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impl Inherits<Node> for MeshInstance3D

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impl Inherits<Node> for MissingNode

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impl Inherits<Node> for MultiMeshInstance2D

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impl Inherits<Node> for MultiMeshInstance3D

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impl Inherits<Node> for MultiplayerSpawner

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impl Inherits<Node> for MultiplayerSynchronizer

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impl Inherits<Node> for NinePatchRect

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impl Inherits<Node> for Node2D

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impl Inherits<Node> for Node3D

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impl Inherits<Node> for OccluderInstance3D

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impl Inherits<Node> for OmniLight3D

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impl Inherits<Node> for OpenXrCompositionLayer

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impl Inherits<Node> for OpenXrCompositionLayerCylinder

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impl Inherits<Node> for OpenXrCompositionLayerEquirect

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impl Inherits<Node> for OpenXrCompositionLayerQuad

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impl Inherits<Node> for OpenXrHand

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impl Inherits<Node> for OptionButton

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impl Inherits<Node> for Panel

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impl Inherits<Node> for PanelContainer

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impl Inherits<Node> for Parallax2D

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impl Inherits<Node> for ParallaxBackground

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impl Inherits<Node> for ParallaxLayer

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impl Inherits<Node> for Path2D

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impl Inherits<Node> for Path3D

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impl Inherits<Node> for PathFollow2D

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impl Inherits<Node> for PathFollow3D

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impl Inherits<Node> for PhysicalBone2D

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impl Inherits<Node> for PhysicalBone3D

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impl Inherits<Node> for PhysicalBoneSimulator3D

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impl Inherits<Node> for PhysicsBody2D

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impl Inherits<Node> for PhysicsBody3D

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impl Inherits<Node> for PinJoint2D

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impl Inherits<Node> for PinJoint3D

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impl Inherits<Node> for PointLight2D

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impl Inherits<Node> for Polygon2D

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impl Inherits<Node> for Popup

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impl Inherits<Node> for PopupMenu

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impl Inherits<Node> for PopupPanel

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impl Inherits<Node> for ProgressBar

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impl Inherits<Node> for Range

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impl Inherits<Node> for RayCast2D

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impl Inherits<Node> for RayCast3D

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impl Inherits<Node> for ReferenceRect

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impl Inherits<Node> for ReflectionProbe

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impl Inherits<Node> for RemoteTransform2D

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impl Inherits<Node> for RemoteTransform3D

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impl Inherits<Node> for ResourcePreloader

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impl Inherits<Node> for RichTextLabel

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impl Inherits<Node> for RigidBody2D

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impl Inherits<Node> for RigidBody3D

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impl Inherits<Node> for RootMotionView

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impl Inherits<Node> for ScriptCreateDialog

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impl Inherits<Node> for ScriptEditor

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impl Inherits<Node> for ScriptEditorBase

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impl Inherits<Node> for ScrollBar

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impl Inherits<Node> for ScrollContainer

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impl Inherits<Node> for Separator

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impl Inherits<Node> for ShaderGlobalsOverride

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impl Inherits<Node> for ShapeCast2D

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impl Inherits<Node> for ShapeCast3D

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impl Inherits<Node> for Skeleton2D

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impl Inherits<Node> for Skeleton3D

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impl Inherits<Node> for SkeletonIk3d

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impl Inherits<Node> for SkeletonModifier3D

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impl Inherits<Node> for Slider

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impl Inherits<Node> for SliderJoint3D

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impl Inherits<Node> for SoftBody3D

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impl Inherits<Node> for SpinBox

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impl Inherits<Node> for SplitContainer

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impl Inherits<Node> for SpotLight3D

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impl Inherits<Node> for SpringArm3D

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impl Inherits<Node> for Sprite2D

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impl Inherits<Node> for Sprite3D

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impl Inherits<Node> for SpriteBase3D

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impl Inherits<Node> for StaticBody2D

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impl Inherits<Node> for StaticBody3D

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impl Inherits<Node> for StatusIndicator

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impl Inherits<Node> for SubViewport

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impl Inherits<Node> for SubViewportContainer

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impl Inherits<Node> for TabBar

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impl Inherits<Node> for TabContainer

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impl Inherits<Node> for TextEdit

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impl Inherits<Node> for TextureButton

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impl Inherits<Node> for TextureProgressBar

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impl Inherits<Node> for TileMap

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impl Inherits<Node> for TileMapLayer

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impl Inherits<Node> for Timer

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impl Inherits<Node> for TouchScreenButton

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impl Inherits<Node> for Tree

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impl Inherits<Node> for VBoxContainer

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impl Inherits<Node> for VFlowContainer

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impl Inherits<Node> for VScrollBar

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impl Inherits<Node> for VSeparator

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impl Inherits<Node> for VSlider

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impl Inherits<Node> for VSplitContainer

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impl Inherits<Node> for VehicleBody3D

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impl Inherits<Node> for VehicleWheel3D

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impl Inherits<Node> for VideoStreamPlayer

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impl Inherits<Node> for Viewport

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impl Inherits<Node> for VisibleOnScreenEnabler2D

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impl Inherits<Node> for VisibleOnScreenEnabler3D

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impl Inherits<Node> for VisibleOnScreenNotifier2D

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impl Inherits<Node> for VisibleOnScreenNotifier3D

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impl Inherits<Node> for VisualInstance3D

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impl Inherits<Node> for VoxelGi

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impl Inherits<Node> for Window

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impl Inherits<Node> for WorldEnvironment

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impl Inherits<Node> for XrAnchor3D

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impl Inherits<Node> for XrBodyModifier3D

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impl Inherits<Node> for XrCamera3D

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impl Inherits<Node> for XrController3D

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impl Inherits<Node> for XrFaceModifier3D

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impl Inherits<Node> for XrHandModifier3D

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impl Inherits<Node> for XrNode3D

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impl Inherits<Node> for XrOrigin3D

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impl Inherits<Object> for Node

Auto Trait Implementations§

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impl Freeze for Node

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impl RefUnwindSafe for Node

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impl !Send for Node

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impl !Sync for Node

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impl Unpin for Node

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impl UnwindSafe for Node

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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, 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> NewAlloc for T
where T: GodotDefault<Memory = MemManual> + Bounds,

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fn new_alloc() -> Gd<T>

Return a new, manually-managed Gd containing a default-constructed instance. Read more
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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> Inherits<T> for T
where T: GodotClass,