Struct SurfaceTool
pub struct SurfaceTool { /* private fields */ }Expand description
Godot class SurfaceTool.
Inherits RefCounted.
Related symbols:
surface_tool: sidecar module with related enum/flag typesISurfaceTool: virtual methods
See also Godot docs for SurfaceTool.
§Construction
This class is reference-counted. You can create a new instance using SurfaceTool::new_gd().
§Godot docs
The SurfaceTool is used to construct a Mesh by specifying vertex attributes individually. It can be used to construct a Mesh from a script. All properties except indices need to be added before calling add_vertex. For example, to add vertex colors and UVs:
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_color(Color(1, 0, 0))
st.set_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))The above SurfaceTool now contains one vertex of a triangle which has a UV coordinate and a specified Color. If another vertex were added without calling set_uv or set_color, then the last values would be used.
Vertex attributes must be passed before calling add_vertex. Failure to do so will result in an error when committing the vertex information to a mesh.
Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.
See also ArrayMesh, ImmediateMesh and MeshDataTool for procedural geometry generation.
Note: Godot uses clockwise winding order for front faces of triangle primitive modes.
Implementations§
§impl SurfaceTool
impl SurfaceTool
pub fn set_skin_weight_count(&mut self, count: SkinWeightCount)
pub fn set_skin_weight_count(&mut self, count: SkinWeightCount)
Set to SkinWeightCount::SKIN_8_WEIGHTS to indicate that up to 8 bone influences per vertex may be used.
By default, only 4 bone influences are used (SkinWeightCount::SKIN_4_WEIGHTS).
Note: This function takes an enum, not the exact number of weights.
pub fn get_skin_weight_count(&self) -> SkinWeightCount
pub fn get_skin_weight_count(&self) -> SkinWeightCount
By default, returns SkinWeightCount::SKIN_4_WEIGHTS to indicate only 4 bone influences per vertex are used.
Returns SkinWeightCount::SKIN_8_WEIGHTS if up to 8 influences are used.
Note: This function returns an enum, not the exact number of weights.
pub fn set_custom_format(&mut self, channel_index: i32, format: CustomFormat)
pub fn set_custom_format(&mut self, channel_index: i32, format: CustomFormat)
Sets the color format for this custom channel_index. Use CustomFormat::MAX to disable.
Must be invoked after begin and should be set before commit or commit_to_arrays.
pub fn get_custom_format(&self, channel_index: i32) -> CustomFormat
pub fn get_custom_format(&self, channel_index: i32) -> CustomFormat
Returns the format for custom channel_index (currently up to 4). Returns CustomFormat::MAX if this custom channel is unused.
pub fn begin(&mut self, primitive: PrimitiveType)
pub fn begin(&mut self, primitive: PrimitiveType)
Called before adding any vertices. Takes the primitive type as an argument (e.g. PrimitiveType::TRIANGLES).
pub fn add_vertex(&mut self, vertex: Vector3)
pub fn add_vertex(&mut self, vertex: Vector3)
Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
pub fn set_color(&mut self, color: Color)
pub fn set_color(&mut self, color: Color)
Specifies a Color to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Note: The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible.
pub fn set_normal(&mut self, normal: Vector3)
pub fn set_normal(&mut self, normal: Vector3)
Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
pub fn set_tangent(&mut self, tangent: Plane)
pub fn set_tangent(&mut self, tangent: Plane)
Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Note: Even though tangent is a Plane, it does not directly represent the tangent plane. Its [member Plane.x], [member Plane.y], and [member Plane.z] represent the tangent vector and [member Plane.d] should be either -1 or 1. See also ArrayType::TANGENT.
pub fn set_uv(&mut self, uv: Vector2)
pub fn set_uv(&mut self, uv: Vector2)
Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
pub fn set_uv2(&mut self, uv2: Vector2)
pub fn set_uv2(&mut self, uv2: Vector2)
Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
pub fn set_bones(&mut self, bones: &PackedArray<i32>)
pub fn set_bones(&mut self, bones: &PackedArray<i32>)
Specifies an array of bones to use for the next vertex. bones must contain 4 integers.
pub fn set_weights(&mut self, weights: &PackedArray<f32>)
pub fn set_weights(&mut self, weights: &PackedArray<f32>)
Specifies weight values to use for the next vertex. weights must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
pub fn set_custom(&mut self, channel_index: i32, custom_color: Color)
pub fn set_custom(&mut self, channel_index: i32, custom_color: Color)
Sets the custom value on this vertex for channel_index.
set_custom_format must be called first for this channel_index. Formats which are not RGBA will ignore other color channels.
pub fn set_smooth_group(&mut self, index: u32)
pub fn set_smooth_group(&mut self, index: u32)
Specifies the smooth group to use for the next vertex. If this is never called, all vertices will have the default smooth group of 0 and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to -1.
Note: This function actually takes a uint32_t, so C# users should use uint32.MaxValue instead of -1 to produce a mesh with flat normals.
pub fn add_triangle_fan(&mut self, vertices: &PackedArray<Vector3>)
pub fn add_triangle_fan(&mut self, vertices: &PackedArray<Vector3>)
To set the default parameters, use add_triangle_fan_ex and its builder methods. See the book for detailed usage instructions.
Inserts a triangle fan made of array data into Mesh being constructed.
Requires the primitive type be set to PrimitiveType::TRIANGLES.
pub fn add_triangle_fan_ex<'ex>(
&'ex mut self,
vertices: &'ex PackedArray<Vector3>,
) -> ExAddTriangleFan<'ex>
pub fn add_triangle_fan_ex<'ex>( &'ex mut self, vertices: &'ex PackedArray<Vector3>, ) -> ExAddTriangleFan<'ex>
Inserts a triangle fan made of array data into Mesh being constructed.
Requires the primitive type be set to PrimitiveType::TRIANGLES.
pub fn add_index(&mut self, index: i32)
pub fn add_index(&mut self, index: i32)
Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
pub fn index(&mut self)
pub fn index(&mut self)
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
pub fn deindex(&mut self)
pub fn deindex(&mut self)
Removes the index array by expanding the vertex array.
pub fn generate_normals(&mut self)
pub fn generate_normals(&mut self)
To set the default parameters, use generate_normals_ex and its builder methods. See the book for detailed usage instructions.
Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted. generate_normals should be called after generating geometry and before committing the mesh using commit or commit_to_arrays. For correct display of normal-mapped surfaces, you will also have to generate tangents using generate_tangents.
Note: generate_normals only works if the primitive type is set to PrimitiveType::TRIANGLES.
Note: generate_normals takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0 using set_smooth_group or leave the smooth group at the default of 0. To generate flat normals, set the smooth group to -1 using set_smooth_group prior to adding vertices.
pub fn generate_normals_ex<'ex>(&'ex mut self) -> ExGenerateNormals<'ex>
pub fn generate_normals_ex<'ex>(&'ex mut self) -> ExGenerateNormals<'ex>
Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted. generate_normals should be called after generating geometry and before committing the mesh using commit or commit_to_arrays. For correct display of normal-mapped surfaces, you will also have to generate tangents using generate_tangents.
Note: generate_normals only works if the primitive type is set to PrimitiveType::TRIANGLES.
Note: generate_normals takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0 using set_smooth_group or leave the smooth group at the default of 0. To generate flat normals, set the smooth group to -1 using set_smooth_group prior to adding vertices.
pub fn generate_tangents(&mut self)
pub fn generate_tangents(&mut self)
Generates a tangent vector for each vertex. Requires that each vertex already has UVs and normals set (see generate_normals).
pub fn optimize_indices_for_cache(&mut self)
pub fn optimize_indices_for_cache(&mut self)
Optimizes triangle sorting for performance. Requires that get_primitive_type is PrimitiveType::TRIANGLES.
pub fn generate_lod(&mut self, nd_threshold: f32) -> PackedArray<i32>
pub fn generate_lod(&mut self, nd_threshold: f32) -> PackedArray<i32>
To set the default parameters, use generate_lod_ex and its builder methods. See the book for detailed usage instructions.
Generates an LOD for a given nd_threshold in linear units (square root of quadric error metric), using at most target_index_count indices.
pub fn generate_lod_ex<'ex>(
&'ex mut self,
nd_threshold: f32,
) -> ExGenerateLod<'ex>
pub fn generate_lod_ex<'ex>( &'ex mut self, nd_threshold: f32, ) -> ExGenerateLod<'ex>
Generates an LOD for a given nd_threshold in linear units (square root of quadric error metric), using at most target_index_count indices.
pub fn set_material(&mut self, material: impl AsArg<Option<Gd<Material>>>)
pub fn set_material(&mut self, material: impl AsArg<Option<Gd<Material>>>)
pub fn get_primitive_type(&self) -> PrimitiveType
pub fn get_primitive_type(&self) -> PrimitiveType
Returns the type of mesh geometry, such as PrimitiveType::TRIANGLES.
pub fn clear(&mut self)
pub fn clear(&mut self)
Clear all information passed into the surface tool so far.
pub fn create_from(
&mut self,
existing: impl AsArg<Option<Gd<Mesh>>>,
surface: i32,
)
pub fn create_from( &mut self, existing: impl AsArg<Option<Gd<Mesh>>>, surface: i32, )
Creates a vertex array from an existing Mesh.
pub fn create_from_arrays(&mut self, arrays: &AnyArray)
pub fn create_from_arrays(&mut self, arrays: &AnyArray)
To set the default parameters, use create_from_arrays_ex and its builder methods. See the book for detailed usage instructions.
Creates this SurfaceTool from existing vertex arrays such as returned by commit_to_arrays, surface_get_arrays, surface_get_blend_shape_arrays, get_surface_arrays, and get_surface_blend_shape_arrays. primitive_type controls the type of mesh data, defaulting to PrimitiveType::TRIANGLES.
pub fn create_from_arrays_ex<'ex>(
&'ex mut self,
arrays: &'ex AnyArray,
) -> ExCreateFromArrays<'ex>
pub fn create_from_arrays_ex<'ex>( &'ex mut self, arrays: &'ex AnyArray, ) -> ExCreateFromArrays<'ex>
Creates this SurfaceTool from existing vertex arrays such as returned by commit_to_arrays, surface_get_arrays, surface_get_blend_shape_arrays, get_surface_arrays, and get_surface_blend_shape_arrays. primitive_type controls the type of mesh data, defaulting to PrimitiveType::TRIANGLES.
pub fn create_from_blend_shape(
&mut self,
existing: impl AsArg<Option<Gd<Mesh>>>,
surface: i32,
blend_shape: impl AsArg<GString>,
)
pub fn create_from_blend_shape( &mut self, existing: impl AsArg<Option<Gd<Mesh>>>, surface: i32, blend_shape: impl AsArg<GString>, )
Creates a vertex array from the specified blend shape of an existing Mesh. This can be used to extract a specific pose from a blend shape.
pub fn append_from(
&mut self,
existing: impl AsArg<Option<Gd<Mesh>>>,
surface: i32,
transform: Transform3D,
)
pub fn append_from( &mut self, existing: impl AsArg<Option<Gd<Mesh>>>, surface: i32, transform: Transform3D, )
Append vertices from a given Mesh surface onto the current vertex array with specified Transform3D.
pub fn commit(&mut self) -> Option<Gd<ArrayMesh>>
pub fn commit(&mut self) -> Option<Gd<ArrayMesh>>
To set the default parameters, use commit_ex and its builder methods. See the book for detailed usage instructions.
Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.
The flags argument can be the bitwise OR of ArrayFormat::FLAG_USE_DYNAMIC_UPDATE, ArrayFormat::FLAG_USE_8_BONE_WEIGHTS, or ArrayFormat::FLAG_USES_EMPTY_VERTEX_ARRAY.
pub fn commit_ex<'ex>(&'ex mut self) -> ExCommit<'ex>
pub fn commit_ex<'ex>(&'ex mut self) -> ExCommit<'ex>
Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.
The flags argument can be the bitwise OR of ArrayFormat::FLAG_USE_DYNAMIC_UPDATE, ArrayFormat::FLAG_USE_8_BONE_WEIGHTS, or ArrayFormat::FLAG_USES_EMPTY_VERTEX_ARRAY.
pub fn commit_to_arrays(&mut self) -> Array<Variant>
pub fn commit_to_arrays(&mut self) -> Array<Variant>
Commits the data to the same format used by add_surface_from_arrays, add_surface, and create_from_arrays. This way you can further process the mesh data using the ArrayMesh or ImporterMesh APIs.
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
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 is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for SurfaceTool
impl Bounds for SurfaceTool
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for SurfaceTool
impl Debug for SurfaceTool
§impl Deref for SurfaceTool
impl Deref for SurfaceTool
§type Target = RefCounted
type Target = RefCounted
§fn deref(&self) -> &<SurfaceTool as Deref>::Target
fn deref(&self) -> &<SurfaceTool as Deref>::Target
§impl DerefMut for SurfaceTool
impl DerefMut for SurfaceTool
§fn deref_mut(&mut self) -> &mut <SurfaceTool as Deref>::Target
fn deref_mut(&mut self) -> &mut <SurfaceTool as Deref>::Target
§impl GodotClass for SurfaceTool
impl GodotClass for SurfaceTool
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for SurfaceTool
impl Inherits<Object> for SurfaceTool
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for SurfaceTool
impl Inherits<RefCounted> for SurfaceTool
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for SurfaceTool
impl WithSignals for SurfaceTool
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
impl GodotDefault for SurfaceTool
Auto Trait Implementations§
impl Freeze for SurfaceTool
impl RefUnwindSafe for SurfaceTool
impl !Send for SurfaceTool
impl !Sync for SurfaceTool
impl Unpin for SurfaceTool
impl UnsafeUnpin for SurfaceTool
impl UnwindSafe for SurfaceTool
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more