Struct godot::engine::Node3D

#[repr(C)]
pub struct Node3D { /* private fields */ }
Expand description

Godot class Node3D.

Inherits Node.

Related symbols:

See also Godot docs for Node3D.

Implementations§

§

impl Node3D

pub fn new_alloc() -> Gd<Node3D>

pub fn set_transform(&mut self, local: Transform3D)

pub fn get_transform(&self) -> Transform3D

pub fn set_position(&mut self, position: Vector3)

pub fn get_position(&self) -> Vector3

pub fn set_rotation(&mut self, euler_radians: Vector3)

pub fn get_rotation(&self) -> Vector3

pub fn set_rotation_degrees(&mut self, euler_degrees: Vector3)

pub fn get_rotation_degrees(&self) -> Vector3

pub fn set_rotation_order(&mut self, order: EulerOrder)

pub fn get_rotation_order(&self) -> EulerOrder

pub fn set_rotation_edit_mode(&mut self, edit_mode: RotationEditMode)

pub fn get_rotation_edit_mode(&self) -> RotationEditMode

pub fn set_scale(&mut self, scale: Vector3)

pub fn get_scale(&self) -> Vector3

pub fn set_quaternion(&mut self, quaternion: Quaternion)

pub fn get_quaternion(&self) -> Quaternion

pub fn set_basis(&mut self, basis: Basis)

pub fn get_basis(&self) -> Basis

pub fn set_global_transform(&mut self, global: Transform3D)

pub fn get_global_transform(&self) -> Transform3D

pub fn set_global_position(&mut self, position: Vector3)

pub fn get_global_position(&self) -> Vector3

pub fn set_global_basis(&mut self, basis: Basis)

pub fn get_global_basis(&self) -> Basis

pub fn set_global_rotation(&mut self, euler_radians: Vector3)

pub fn get_global_rotation(&self) -> Vector3

pub fn set_global_rotation_degrees(&mut self, euler_degrees: Vector3)

pub fn get_global_rotation_degrees(&self) -> Vector3

pub fn get_parent_node_3d(&self) -> Option<Gd<Node3D>>

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

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

pub fn is_set_as_top_level(&self) -> bool

pub fn set_disable_scale(&mut self, disable: bool)

pub fn is_scale_disabled(&self) -> bool

pub fn get_world_3d(&self) -> Option<Gd<World3D>>

pub fn force_update_transform(&mut self)

pub fn set_visibility_parent(&mut self, path: NodePath)

pub fn get_visibility_parent(&self) -> NodePath

pub fn update_gizmos(&mut self)

pub fn add_gizmo(&mut self, gizmo: Gd<Node3DGizmo>)

pub fn get_gizmos(&self) -> Array<Gd<Node3DGizmo>>

pub fn clear_gizmos(&mut self)

pub fn set_subgizmo_selection( &mut self, gizmo: Gd<Node3DGizmo>, id: i32, transform: Transform3D )

pub fn clear_subgizmo_selection(&mut self)

pub fn set_visible(&mut self, visible: bool)

pub fn is_visible(&self) -> bool

pub fn is_visible_in_tree(&self) -> bool

pub fn show(&mut self)

pub fn hide(&mut self)

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

pub fn is_local_transform_notification_enabled(&self) -> bool

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

pub fn is_transform_notification_enabled(&self) -> bool

pub fn rotate(&mut self, axis: Vector3, angle: f32)

pub fn global_rotate(&mut self, axis: Vector3, angle: f32)

pub fn global_scale(&mut self, scale: Vector3)

pub fn global_translate(&mut self, offset: Vector3)

pub fn rotate_object_local(&mut self, axis: Vector3, angle: f32)

pub fn scale_object_local(&mut self, scale: Vector3)

pub fn translate_object_local(&mut self, offset: Vector3)

pub fn rotate_x(&mut self, angle: f32)

pub fn rotate_y(&mut self, angle: f32)

pub fn rotate_z(&mut self, angle: f32)

pub fn translate(&mut self, offset: Vector3)

pub fn orthonormalize(&mut self)

pub fn set_identity(&mut self)

pub fn look_at(&mut self, target: Vector3)

pub fn look_at_ex(&mut self, target: Vector3) -> ExLookAt<'_>

pub fn look_at_from_position(&mut self, position: Vector3, target: Vector3)

pub fn look_at_from_position_ex( &mut self, position: Vector3, target: Vector3 ) -> ExLookAtFromPosition<'_>

pub fn to_local(&self, global_point: Vector3) -> Vector3

pub fn to_global(&self, local_point: Vector3) -> Vector3

pub fn notify(&mut self, what: Node3DNotification)

⚠️ 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: Node3DNotification)

⚠️ 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 = Node>§

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

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_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 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 rpc(&mut self, method: StringName, varargs: &[Variant]) -> Error

pub fn rpc_id( &mut self, peer_id: i64, method: StringName, varargs: &[Variant] ) -> Error

pub fn update_configuration_warnings(&mut self)

pub fn call_deferred_thread_group( &mut self, method: StringName, varargs: &[Variant] ) -> Variant

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

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 emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error

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

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

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 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§

§

impl Debug for Node3D

§

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

Formats the value using the given formatter. Read more
§

impl Deref for Node3D

§

type Target = Node

The resulting type after dereferencing.
§

fn deref(&self) -> &<Node3D as Deref>::Target

Dereferences the value.
§

impl DerefMut for Node3D

§

fn deref_mut(&mut self) -> &mut <Node3D as Deref>::Target

Mutably dereferences the value.
§

impl EngineClass for Node3D

§

fn as_object_ptr(&self) -> *mut __GdextObject

§

fn as_type_ptr(&self) -> *mut __GdextType

§

impl GodotClass for Node3D

§

type Base = Node

The immediate superclass of T. This is always a Godot engine class.
§

type Declarer = EngineDomain

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
§

type Mem = ManualMemory

Defines the memory strategy.
§

const INIT_LEVEL: Option<InitLevel> = _

During which initialization level this class is available/should be initialized with Godot. Read more
§

fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
§

fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
§

impl ExportableObject for Node3D

§

impl Inherits<Node> for Node3D

§

impl Inherits<Node3D> for AnimatableBody3D

§

impl Inherits<Node3D> for AnimatedSprite3D

§

impl Inherits<Node3D> for Area3D

§

impl Inherits<Node3D> for AudioListener3D

§

impl Inherits<Node3D> for AudioStreamPlayer3D

§

impl Inherits<Node3D> for BoneAttachment3D

§

impl Inherits<Node3D> for Camera3D

§

impl Inherits<Node3D> for CharacterBody3D

§

impl Inherits<Node3D> for CollisionObject3D

§

impl Inherits<Node3D> for CollisionPolygon3D

§

impl Inherits<Node3D> for CollisionShape3D

§

impl Inherits<Node3D> for ConeTwistJoint3D

§

impl Inherits<Node3D> for CpuParticles3D

§

impl Inherits<Node3D> for CsgBox3D

§

impl Inherits<Node3D> for CsgCombiner3D

§

impl Inherits<Node3D> for CsgCylinder3D

§

impl Inherits<Node3D> for CsgMesh3D

§

impl Inherits<Node3D> for CsgPolygon3D

§

impl Inherits<Node3D> for CsgPrimitive3D

§

impl Inherits<Node3D> for CsgShape3D

§

impl Inherits<Node3D> for CsgSphere3D

§

impl Inherits<Node3D> for CsgTorus3D

§

impl Inherits<Node3D> for Decal

§

impl Inherits<Node3D> for DirectionalLight3D

§

impl Inherits<Node3D> for FogVolume

§

impl Inherits<Node3D> for Generic6DofJoint3D

§

impl Inherits<Node3D> for GeometryInstance3D

§

impl Inherits<Node3D> for GpuParticles3D

§

impl Inherits<Node3D> for GpuParticlesAttractor3D

§

impl Inherits<Node3D> for GpuParticlesAttractorBox3D

§

impl Inherits<Node3D> for GpuParticlesAttractorSphere3D

§

impl Inherits<Node3D> for GpuParticlesAttractorVectorField3D

§

impl Inherits<Node3D> for GpuParticlesCollision3D

§

impl Inherits<Node3D> for GpuParticlesCollisionBox3D

§

impl Inherits<Node3D> for GpuParticlesCollisionHeightField3D

§

impl Inherits<Node3D> for GpuParticlesCollisionSdf3d

§

impl Inherits<Node3D> for GpuParticlesCollisionSphere3D

§

impl Inherits<Node3D> for GridMap

§

impl Inherits<Node3D> for HingeJoint3D

§

impl Inherits<Node3D> for ImporterMeshInstance3D

§

impl Inherits<Node3D> for Joint3D

§

impl Inherits<Node3D> for Label3D

§

impl Inherits<Node3D> for Light3D

§

impl Inherits<Node3D> for LightmapGi

§

impl Inherits<Node3D> for LightmapProbe

§

impl Inherits<Node3D> for Marker3D

§

impl Inherits<Node3D> for MeshInstance3D

§

impl Inherits<Node3D> for MultiMeshInstance3D

§

impl Inherits<Node3D> for OccluderInstance3D

§

impl Inherits<Node3D> for OmniLight3D

§

impl Inherits<Node3D> for OpenXrHand

§

impl Inherits<Node3D> for Path3D

§

impl Inherits<Node3D> for PathFollow3D

§

impl Inherits<Node3D> for PhysicalBone3D

§

impl Inherits<Node3D> for PhysicsBody3D

§

impl Inherits<Node3D> for PinJoint3D

§

impl Inherits<Node3D> for RayCast3D

§

impl Inherits<Node3D> for ReflectionProbe

§

impl Inherits<Node3D> for RemoteTransform3D

§

impl Inherits<Node3D> for RigidBody3D

§

impl Inherits<Node3D> for RootMotionView

§

impl Inherits<Node3D> for ShapeCast3D

§

impl Inherits<Node3D> for Skeleton3D

§

impl Inherits<Node3D> for SliderJoint3D

§

impl Inherits<Node3D> for SoftBody3D

§

impl Inherits<Node3D> for SpotLight3D

§

impl Inherits<Node3D> for SpringArm3D

§

impl Inherits<Node3D> for Sprite3D

§

impl Inherits<Node3D> for SpriteBase3D

§

impl Inherits<Node3D> for StaticBody3D

§

impl Inherits<Node3D> for VehicleBody3D

§

impl Inherits<Node3D> for VehicleWheel3D

§

impl Inherits<Node3D> for VisibleOnScreenEnabler3D

§

impl Inherits<Node3D> for VisibleOnScreenNotifier3D

§

impl Inherits<Node3D> for VisualInstance3D

§

impl Inherits<Node3D> for VoxelGi

§

impl Inherits<Node3D> for XrAnchor3D

§

impl Inherits<Node3D> for XrCamera3D

§

impl Inherits<Node3D> for XrController3D

§

impl Inherits<Node3D> for XrNode3D

§

impl Inherits<Node3D> for XrOrigin3D

§

impl Inherits<Object> for Node3D

Auto Trait Implementations§

§

impl RefUnwindSafe for Node3D

§

impl !Send for Node3D

§

impl !Sync for Node3D

§

impl Unpin for Node3D

§

impl UnwindSafe for Node3D

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

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

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

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

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

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