Node

Struct 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 AsArg<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 AsArg<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: impl AsArg<Option<Gd<Node>>>)

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

pub fn add_sibling_ex<'a>( &'a mut self, sibling: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExAddSibling<'a>

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

pub fn get_name(&self) -> StringName

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

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

pub fn add_child_ex<'a>( &'a mut self, node: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExAddChild<'a>

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

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

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

pub fn reparent_ex<'a>( &'a mut self, new_parent: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExReparent<'a>

pub fn get_child_count(&self) -> i32

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

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

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

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

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

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

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

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

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

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

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

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

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

pub fn find_child_ex<'a>( &'a self, pattern: impl AsArg<GString> + 'a, ) -> ExFindChild<'a>

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

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

pub fn find_children_ex<'a>( &'a self, pattern: impl AsArg<GString> + 'a, ) -> ExFindChildren<'a>

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

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

pub fn get_node_and_resource( &mut self, path: impl AsArg<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: impl AsArg<Option<Gd<Node>>>) -> bool

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

pub fn get_path(&self) -> NodePath

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

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

pub fn get_path_to_ex<'a>( &'a self, node: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExGetPathTo<'a>

pub fn add_to_group(&mut self, group: impl AsArg<StringName>)

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

pub fn add_to_group_ex<'a>( &'a mut self, group: impl AsArg<StringName> + 'a, ) -> ExAddToGroup<'a>

pub fn remove_from_group(&mut self, group: impl AsArg<StringName>)

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

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

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

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

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

pub fn get_index(&self) -> i32

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

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

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: impl AsArg<GString>)

pub fn get_scene_file_path(&self) -> GString

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

pub fn propagate_call(&mut self, method: impl AsArg<StringName>)

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

pub fn propagate_call_ex<'a>( &'a mut self, method: impl AsArg<StringName> + 'a, ) -> ExPropagateCall<'a>

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 set_translation_domain_inherited(&mut self)

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>>

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>

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

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

pub fn replace_by_ex<'a>( &'a mut self, node: impl AsArg<Option<Gd<Node>>> + 'a, ) -> ExReplaceBy<'a>

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: impl AsArg<Option<Gd<Node>>>, is_editable: bool, )

pub fn is_editable_instance(&self, node: impl AsArg<Option<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)

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

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

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: impl AsArg<StringName>, config: &Variant)

pub fn get_rpc_config(&self) -> Variant

pub fn set_editor_description( &mut self, editor_description: impl AsArg<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: impl AsArg<GString>) -> GString

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

pub fn atr_ex<'a>(&'a self, message: impl AsArg<GString> + 'a) -> ExAtr<'a>

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

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

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

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

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

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

pub fn call_thread_safe( &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_thread_safe( &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_thread_safe( &mut self, property: impl AsArg<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_script(&self) -> Option<Gd<Script>>

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

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

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

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

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

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

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

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 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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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 = Object

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

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

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

Returns whether Self inherits from Base. Read more
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impl Inherits<Node> for AcceptDialog

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimatableBody2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimatableBody3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimatedSprite2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimatedSprite3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimationMixer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimationPlayer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AnimationTree

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Area2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Area3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AspectRatioContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AudioListener2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AudioListener3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AudioStreamPlayer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AudioStreamPlayer2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for AudioStreamPlayer3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for BackBufferCopy

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for BaseButton

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Bone2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for BoneAttachment3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for BoxContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Button

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Camera2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Camera3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CanvasGroup

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CanvasItem

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CanvasLayer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CanvasModulate

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CenterContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for CharacterBody2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CharacterBody3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CheckBox

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CheckButton

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CodeEdit

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionObject2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionObject3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionPolygon2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionPolygon3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionShape2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CollisionShape3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ColorPicker

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ColorPickerButton

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ColorRect

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ConeTwistJoint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ConfirmationDialog

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Container

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Control

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CpuParticles2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CpuParticles3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgBox3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgCombiner3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgCylinder3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgMesh3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgPolygon3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgPrimitive3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgShape3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgSphere3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for CsgTorus3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for DampedSpringJoint2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Decal

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for DirectionalLight2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for DirectionalLight3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorCommandPalette

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorFileDialog

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorFileSystem

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorInspector

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorPlugin

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorProperty

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorResourcePicker

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorResourcePreview

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorScriptPicker

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorSpinSlider

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for EditorToaster

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for FileDialog

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for FileSystemDock

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for FlowContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for FogVolume

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Generic6DofJoint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GeometryInstance3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticles2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticles3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesAttractor3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesAttractorBox3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesAttractorSphere3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesAttractorVectorField3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesCollision3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesCollisionBox3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesCollisionHeightField3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesCollisionSdf3d

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GpuParticlesCollisionSphere3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GraphEdit

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GraphElement

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GraphFrame

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GraphNode

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GridContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GridMap

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GridMapEditorPlugin

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for GrooveJoint2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HBoxContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HFlowContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HScrollBar

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HSeparator

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HSlider

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HSplitContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HingeJoint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for HttpRequest

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ImporterMeshInstance3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for InstancePlaceholder

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ItemList

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Joint2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Joint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Label

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Label3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Light2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Light3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LightOccluder2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LightmapGi

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LightmapProbe

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Line2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LineEdit

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LinkButton

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for LookAtModifier3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MarginContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Marker2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Marker3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MenuBar

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MenuButton

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MeshInstance2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MeshInstance3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MissingNode

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MultiMeshInstance2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MultiMeshInstance3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MultiplayerSpawner

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for MultiplayerSynchronizer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationAgent2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationAgent3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationLink2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationLink3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationObstacle2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationObstacle3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationRegion2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NavigationRegion3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for NinePatchRect

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Node2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Node3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OccluderInstance3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OmniLight3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrBindingModifierEditor

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrCompositionLayer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrCompositionLayerCylinder

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrCompositionLayerEquirect

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrCompositionLayerQuad

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrHand

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrInteractionProfileEditor

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrInteractionProfileEditorBase

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OpenXrVisibilityMask

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for OptionButton

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Panel

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PanelContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Parallax2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ParallaxBackground

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ParallaxLayer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Path2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Path3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PathFollow2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PathFollow3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PhysicalBone2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PhysicalBone3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PhysicalBoneSimulator3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PhysicsBody2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PhysicsBody3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PinJoint2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PinJoint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PointLight2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Polygon2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Popup

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PopupMenu

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for PopupPanel

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ProgressBar

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Range

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RayCast2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RayCast3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ReferenceRect

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ReflectionProbe

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RemoteTransform2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RemoteTransform3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ResourcePreloader

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RetargetModifier3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RichTextLabel

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RigidBody2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RigidBody3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for RootMotionView

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ScriptCreateDialog

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ScriptEditor

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ScriptEditorBase

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ScrollBar

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ScrollContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Separator

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ShaderGlobalsOverride

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ShapeCast2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for ShapeCast3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Skeleton2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Skeleton3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SkeletonIk3d

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SkeletonModifier3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Slider

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SliderJoint3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SoftBody3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpinBox

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SplitContainer

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpotLight3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringArm3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringBoneCollision3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringBoneCollisionCapsule3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringBoneCollisionPlane3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringBoneCollisionSphere3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for SpringBoneSimulator3D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
§

impl Inherits<Node> for Sprite2D

§

const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Sprite3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for SpriteBase3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for StaticBody2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for StaticBody3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for StatusIndicator

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for SubViewport

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for SubViewportContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TabBar

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TabContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TextEdit

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TextureButton

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TextureProgressBar

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TextureRect

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TileMap

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TileMapLayer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Timer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for TouchScreenButton

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Tree

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VBoxContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VFlowContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VScrollBar

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VSeparator

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VSlider

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VSplitContainer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VehicleBody3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VehicleWheel3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VideoStreamPlayer

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Viewport

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VisibleOnScreenEnabler2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VisibleOnScreenEnabler3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VisibleOnScreenNotifier2D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VisibleOnScreenNotifier3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VisualInstance3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for VoxelGi

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for Window

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for WorldEnvironment

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrAnchor3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrBodyModifier3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrCamera3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrController3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrFaceModifier3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrHandModifier3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrNode3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Node> for XrOrigin3D

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Object> for Node

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithSignals for Node

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

The associated struct listing all signals of this class. Read more
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impl GodotDefault 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> Inherits<T> for T
where T: GodotClass,

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const IS_SAME_CLASS: bool = true

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

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fn into(self) -> U

Calls U::from(self).

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

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

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type Target = T

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

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type Error = Infallible

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

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

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

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

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

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type TargetRef<'a> = Gd<T>

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type TargetMut<'a> = Gd<T>

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

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